/*
 * Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
 * Copyright (C) 2009-2011 MaNGOSZero <https://github.com/mangos/zero>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#include "Spell.h"
#include "Database/DatabaseEnv.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Opcodes.h"
#include "Log.h"
#include "UpdateMask.h"
#include "World.h"
#include "ObjectMgr.h"
#include "SpellMgr.h"
#include "Player.h"
#include "Pet.h"
#include "Unit.h"
#include "DynamicObject.h"
#include "Group.h"
#include "UpdateData.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "CellImpl.h"
#include "Policies/SingletonImp.h"
#include "SharedDefines.h"
#include "LootMgr.h"
#include "VMapFactory.h"
#include "BattleGround.h"
#include "Util.h"
#include "Chat.h"
#include "PathFinder.h"
#include "CharacterDatabaseCache.h"
#include "GameObjectAI.h"

#define SPELL_CHANNEL_UPDATE_INTERVAL (1 * IN_MILLISECONDS)

extern pEffect SpellEffects[TOTAL_SPELL_EFFECTS];

bool IsQuestTameSpell(uint32 spellId)
{
    SpellEntry const *spellproto = sSpellMgr.GetSpellEntry(spellId);
    if (!spellproto)
        return false;

    return spellproto->Effect[EFFECT_INDEX_0] == SPELL_EFFECT_THREAT
           && spellproto->Effect[EFFECT_INDEX_1] == SPELL_EFFECT_APPLY_AURA && spellproto->EffectApplyAuraName[EFFECT_INDEX_1] == SPELL_AURA_DUMMY;
}

SpellCastTargets::SpellCastTargets()
{
    m_unitTarget = nullptr;
    m_itemTarget = nullptr;
    m_GOTarget   = nullptr;

    m_itemTargetEntry  = 0;

    m_srcX = m_srcY = m_srcZ = m_destX = m_destY = m_destZ = 0.0f;
    m_targetMask = 0;
}

SpellCastTargets::~SpellCastTargets()
{
}

void SpellCastTargets::setUnitTarget(Unit *target)
{
    if (!target)
        return;

    m_destX = target->GetPositionX();
    m_destY = target->GetPositionY();
    m_destZ = target->GetPositionZ();
    m_unitTarget = target;
    m_unitTargetGUID = target->GetObjectGuid();
    m_targetMask |= TARGET_FLAG_UNIT;
}

void SpellCastTargets::setDestination(float x, float y, float z)
{
    m_destX = x;
    m_destY = y;
    m_destZ = z;
    m_targetMask |= TARGET_FLAG_DEST_LOCATION;
}

void SpellCastTargets::setSource(float x, float y, float z)
{
    m_srcX = x;
    m_srcY = y;
    m_srcZ = z;
    m_targetMask |= TARGET_FLAG_SOURCE_LOCATION;
}

void SpellCastTargets::setGOTarget(GameObject *target)
{
    m_GOTarget = target;
    m_GOTargetGUID = target->GetObjectGuid();
    //    m_targetMask |= TARGET_FLAG_OBJECT;
}

void SpellCastTargets::setItemTarget(Item* item)
{
    if (!item)
        return;

    m_itemTarget = item;
    m_itemTargetGUID = item->GetObjectGuid();
    m_itemTargetEntry = item->GetEntry();
    m_targetMask |= TARGET_FLAG_ITEM;
}

void SpellCastTargets::setTradeItemTarget(Player* caster)
{
    m_itemTargetGUID = ObjectGuid(uint64(TRADE_SLOT_NONTRADED));
    m_itemTargetEntry = 0;
    m_targetMask |= TARGET_FLAG_TRADE_ITEM;

    Update(caster);
}

void SpellCastTargets::setCorpseTarget(Corpse* corpse)
{
    m_CorpseTargetGUID = corpse->GetObjectGuid();
}

void SpellCastTargets::Update(Unit* caster)
{
    m_GOTarget   = m_GOTargetGUID ? caster->GetMap()->GetGameObject(m_GOTargetGUID) : NULL;
    m_unitTarget = m_unitTargetGUID ?
                   (m_unitTargetGUID == caster->GetObjectGuid() ? caster : ObjectAccessor::GetUnit(*caster, m_unitTargetGUID)) :
                   NULL;

    m_itemTarget = nullptr;
    if (caster->GetTypeId() == TYPEID_PLAYER)
    {
        Player *player = ((Player*)caster);

        if (m_targetMask & TARGET_FLAG_ITEM)
            m_itemTarget = player->GetItemByGuid(m_itemTargetGUID);
        else if (m_targetMask & TARGET_FLAG_TRADE_ITEM)
        {
            if (TradeData* pTrade = player->GetTradeData())
                if (m_itemTargetGUID.GetRawValue() < TRADE_SLOT_COUNT)
                    m_itemTarget = pTrade->GetTraderData()->GetItem(TradeSlots(m_itemTargetGUID.GetRawValue()));
        }

        if (m_itemTarget)
            m_itemTargetEntry = m_itemTarget->GetEntry();
    }
}

void SpellCastTargets::read(ByteBuffer& data, Unit *caster)
{
    data >> m_targetMask;

    if (m_targetMask == TARGET_FLAG_SELF)
    {
        m_destX = caster->GetPositionX();
        m_destY = caster->GetPositionY();
        m_destZ = caster->GetPositionZ();
        m_unitTarget = caster;
        m_unitTargetGUID = caster->GetObjectGuid();
        return;
    }

    // TARGET_FLAG_UNK2 is used for non-combat pets, maybe other?
    if (m_targetMask & (TARGET_FLAG_UNIT | TARGET_FLAG_UNK2))
        data >> m_unitTargetGUID.ReadAsPacked();

    if (m_targetMask & (TARGET_FLAG_OBJECT | TARGET_FLAG_OBJECT_UNK))
        data >> m_GOTargetGUID.ReadAsPacked();

    if ((m_targetMask & (TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM)) && caster->GetTypeId() == TYPEID_PLAYER)
        data >> m_itemTargetGUID.ReadAsPacked();

    if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION)
    {
        data >> m_srcX >> m_srcY >> m_srcZ;
        if (!MaNGOS::IsValidMapCoord(m_srcX, m_srcY, m_srcZ))
            throw ByteBufferException(false, data.rpos(), 0, data.size());
    }

    if (m_targetMask & TARGET_FLAG_DEST_LOCATION)
    {
        data >> m_destX >> m_destY >> m_destZ;
        if (!MaNGOS::IsValidMapCoord(m_destX, m_destY, m_destZ))
            throw ByteBufferException(false, data.rpos(), 0, data.size());
    }

    if (m_targetMask & TARGET_FLAG_STRING)
        data >> m_strTarget;

    if (m_targetMask & (TARGET_FLAG_CORPSE | TARGET_FLAG_PVP_CORPSE))
        data >> m_CorpseTargetGUID.ReadAsPacked();

    // find real units/GOs
    Update(caster);
}

void SpellCastTargets::write(ByteBuffer& data) const
{
    data << uint16(m_targetMask);

    if (m_targetMask & (TARGET_FLAG_UNIT | TARGET_FLAG_PVP_CORPSE | TARGET_FLAG_OBJECT | TARGET_FLAG_CORPSE | TARGET_FLAG_UNK2))
    {
        if (m_targetMask & TARGET_FLAG_UNIT)
        {
            if (m_unitTarget)
                data << m_unitTarget->GetPackGUID();
            else
                data << uint8(0);
        }
        else if (m_targetMask & (TARGET_FLAG_OBJECT | TARGET_FLAG_OBJECT_UNK))
        {
            if (m_GOTarget)
                data << m_GOTarget->GetPackGUID();
            else
                data << uint8(0);
        }
        else if (m_targetMask & (TARGET_FLAG_CORPSE | TARGET_FLAG_PVP_CORPSE))
            data << m_CorpseTargetGUID.WriteAsPacked();
        else
            data << uint8(0);
    }

    if (m_targetMask & (TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM))
    {
        if (m_itemTarget)
            data << m_itemTarget->GetPackGUID();
        else
            data << uint8(0);
    }

    if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION)
        data << m_srcX << m_srcY << m_srcZ;

    if (m_targetMask & TARGET_FLAG_DEST_LOCATION)
        data << m_destX << m_destY << m_destZ;

    if (m_targetMask & TARGET_FLAG_STRING)
        data << m_strTarget;
}

Spell::Spell(Unit* caster, SpellEntry const *info, bool triggered, ObjectGuid originalCasterGUID, SpellEntry const* triggeredBy): m_immediateHandled(false), m_needSpellLog(false), m_canTrigger(false)
{
    MANGOS_ASSERT(caster != NULL && info != NULL);
    MANGOS_ASSERT(info == sSpellMgr.GetSpellEntry(info->Id) && "`info` must be pointer to sSpellStore element");

    m_successCast = false;
    m_destroyed = false;
    m_spellInfo = info;
    m_triggeredBySpellInfo = triggeredBy;
    m_caster = caster;
    m_selfContainer = nullptr;
    m_referencedFromCurrentSpell = false;
    m_executeStack = 0;
    m_delayStart = 0;
    m_delayAtDamageCount = 0;

    m_applyMultiplierMask = 0;

    // Get data for type of attack
    m_attackType = GetWeaponAttackType(m_spellInfo);

    m_spellSchoolMask = GetSpellSchoolMask(info);           // Can be override for some spell (wand shoot for example)

    // wand case
    if (m_attackType == RANGED_ATTACK)
        if (!!(m_caster->getClassMask() & CLASSMASK_WAND_USERS) && m_caster->GetTypeId() == TYPEID_PLAYER)
            m_spellSchoolMask = GetSchoolMask(m_caster->GetWeaponDamageSchool(RANGED_ATTACK));

    // Set health leech amount to zero
    m_healthLeech = 0;

    m_originalCasterGUID = originalCasterGUID ? originalCasterGUID : m_caster->GetObjectGuid();

    UpdateOriginalCasterPointer();

    for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
        m_currentBasePoints[i] = m_spellInfo->CalculateSimpleValue(SpellEffectIndex(i));

    m_spellState = SPELL_STATE_NULL;

    m_castPositionX = m_castPositionY = m_castPositionZ = m_castOrientation = 0;
    m_TriggerSpells.clear();
    m_preCastSpells.clear();
    m_IsTriggeredSpell = triggered;
    //m_AreaAura = false;
    m_CastItem = nullptr;
    m_IsCastByItem = false;

    unitTarget = nullptr;
    itemTarget = nullptr;
    corpseTarget = nullptr;
    gameObjTarget = nullptr;
    focusObject = nullptr;
    m_triggeredByAuraSpell  = nullptr;

    //Auto Shot & Shoot
    m_autoRepeat = IsAutoRepeatRangedSpell(m_spellInfo);

    m_powerCost = 0;                                        // setup to correct value in Spell::prepare, don't must be used before.
    m_casttime = 0;                                         // setup to correct value in Spell::prepare, don't must be used before.
    m_timer = 0;                                            // will set to cast time in prepare
    m_duration = 0;

    m_needAliveTargetMask = 0;

    // determine reflection
    m_canReflect = IsReflectableSpell(m_spellInfo);

    m_isClientStarted = false;

    m_spellAuraHolder = nullptr;
    m_delayed = false;

    CleanupTargetList();
}

Spell::~Spell()
{
    m_destroyed = true;
}

template<typename T>
WorldObject* Spell::FindCorpseUsing()
{
    // non-standard target selection
    SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
    float max_range = GetSpellMaxRange(srange);

    WorldObject* result = nullptr;

    T u_check(m_caster, max_range);
    MaNGOS::WorldObjectSearcher<T> searcher(result, u_check);

    Cell::VisitGridObjects(m_caster, searcher, max_range);

    if (!result)
        Cell::VisitWorldObjects(m_caster, searcher, max_range);

    return result;
}

void Spell::FillTargetMap()
{
    // TODO: ADD the correct target FILLS!!!!!!

    for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
    {
        // not call for empty effect.
        // Also some spells use not used effect targets for store targets for dummy effect in triggered spells
        if (m_spellInfo->Effect[i] == SPELL_EFFECT_NONE)
            continue;

        // targets for TARGET_SCRIPT_COORDINATES (A) and TARGET_SCRIPT
        // for TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT (A) all is checked in Spell::CheckCast and in Spell::CheckItem
        // filled in Spell::CheckCast call
        if (m_spellInfo->EffectImplicitTargetA[i] == TARGET_SCRIPT_COORDINATES ||
                m_spellInfo->EffectImplicitTargetA[i] == TARGET_SCRIPT ||
                m_spellInfo->EffectImplicitTargetA[i] == TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT ||
                (m_spellInfo->EffectImplicitTargetB[i] == TARGET_SCRIPT && m_spellInfo->EffectImplicitTargetA[i] != TARGET_SELF))
            continue;

        // TODO: find a way so this is not needed?
        // for area auras always add caster as target (needed for totems for example)
        if (IsAreaAuraEffect(m_spellInfo->Effect[i]))
            AddUnitTarget(m_caster, SpellEffectIndex(i));
        // If same target already filled, use it
        // Example: AoE fear has effects speedup and modfear, with maxtargets = 1
        // We dont want to apply speedup to the first, fear to the second.
        if (m_spellInfo->MaxAffectedTargets > 1)
        {
            bool targetsCopied = false;
            for (int j = 0; j < i; ++j)
            {
                // Check if same target, but handle i.e. AreaAuras different
                if (m_spellInfo->EffectImplicitTargetA[i] == m_spellInfo->EffectImplicitTargetA[j] &&
                        m_spellInfo->EffectImplicitTargetB[i] == m_spellInfo->EffectImplicitTargetB[j] &&
                        m_spellInfo->Effect[j] != SPELL_EFFECT_NONE &&
                        !IsAreaAuraEffect(m_spellInfo->Effect[i]) &&
                        !IsAreaAuraEffect(m_spellInfo->Effect[j]))
                {
                    targetsCopied = true;
                    // Copy targets from effect j to effect i
                    for (TargetList::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
                        if (ihit->effectMask & (1 << j))
                        {
                            if (Unit* unit = m_caster->GetMap()->GetUnit(ihit->targetGUID))
                                AddUnitTarget(unit, SpellEffectIndex(i)); // Will not invalidate the iterator, since it updates the current Target.
                            else // Failed. Better do the computation once again.
                            {
                                for (ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
                                    ihit->effectMask &= ~(1 << i);
                                targetsCopied = false;
                                break;
                            }
                        }
                    break;
                }
            }
            if (targetsCopied)
                continue;
        }

        UnitList tmpUnitMap;

        // TargetA/TargetB dependent from each other, we not switch to full support this dependences
        // but need it support in some know cases
        switch (m_spellInfo->EffectImplicitTargetA[i])
        {
            case TARGET_NONE:
                switch (m_spellInfo->EffectImplicitTargetB[i])
                {
                    case TARGET_NONE:
                        SetTargetMap(SpellEffectIndex(i), TARGET_EFFECT_SELECT, tmpUnitMap);
                        break;
                    default:
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
                        break;
                }
                break;
            case TARGET_SELF:
                switch (m_spellInfo->EffectImplicitTargetB[i])
                {
                    case TARGET_NONE:
                        // Arcane Missiles have strange targeting for auras
                        if (m_spellInfo->IsFitToFamily<SPELLFAMILY_MAGE, CF_MAGE_ARCANE_MISSILES_CHANNEL>())
                        {
                            if (m_caster->GetTypeId() == TYPEID_PLAYER)
                                if (Unit *target = ObjectAccessor::Instance().GetUnit(*m_caster, ((Player*)m_caster)->GetSelectionGuid()))
                                    if (m_caster->IsValidAttackTarget(target))
                                        tmpUnitMap.push_back(target);
                        }
                        else
                            SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
                        break;
                    case TARGET_EFFECT_SELECT:
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
                        break;
                    case TARGET_AREAEFFECT_INSTANT:         // use B case that not dependent from from A in fact
                        if ((m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION) == 0)
                            m_targets.setDestination(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ());
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
                        break;
                    default:
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
                        break;
                }
                break;
            case TARGET_EFFECT_SELECT:
                switch (m_spellInfo->EffectImplicitTargetB[i])
                {
                    case 0:
                    case TARGET_EFFECT_SELECT:
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
                        break;
                    // dest point setup required
                    case TARGET_AREAEFFECT_INSTANT:
                    case TARGET_AREAEFFECT_CUSTOM:
                    case TARGET_ALL_ENEMY_IN_AREA:
                    case TARGET_ALL_ENEMY_IN_AREA_INSTANT:
                    case TARGET_ALL_ENEMY_IN_AREA_CHANNELED:
                    case TARGET_ALL_FRIENDLY_UNITS_IN_AREA:
                        // triggered spells get dest point from default target set, ignore it
                        if (!(m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION) || m_IsTriggeredSpell)
                            if (WorldObject* castObject = GetCastingObject())
                                m_targets.setDestination(castObject->GetPositionX(), castObject->GetPositionY(), castObject->GetPositionZ());
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
                        break;
                    // target pre-selection required
                    case TARGET_INNKEEPER_COORDINATES:
                    case TARGET_TABLE_X_Y_Z_COORDINATES:
                    case TARGET_CASTER_COORDINATES:
                    case TARGET_SCRIPT_COORDINATES:
                    case TARGET_CURRENT_ENEMY_COORDINATES:
                    case TARGET_DUELVSPLAYER_COORDINATES:
                        // need some target for processing
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
                        break;
                    default:
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
                        break;
                }
                break;
            case TARGET_CASTER_COORDINATES:
                switch (m_spellInfo->EffectImplicitTargetB[i])
                {
                    case TARGET_ALL_ENEMY_IN_AREA:
                        // Note: this hack with search required until GO casting not implemented
                        // environment damage spells already have around enemies targeting but this not help in case nonexistent GO casting support
                        // currently each enemy selected explicitly and self cast damage
                        if (m_spellInfo->Effect[i] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE)
                        {
                            if (m_targets.getUnitTarget())
                                tmpUnitMap.push_back(m_targets.getUnitTarget());
                        }
                        else
                        {
                            SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
                            SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
                            // Exception: Intimidating Shout
                            // The AoE fear does not apply to spell main target (that is stunned by another aura)
                            if (m_spellInfo->Id == 5246)
                                for (UnitList::iterator itr = tmpUnitMap.begin(); itr != tmpUnitMap.end(); ++itr)
                                    if (*itr == m_targets.getUnitTarget())
                                    {
                                        tmpUnitMap.erase(itr);
                                        itr = tmpUnitMap.begin();
                                    }
                        }
                        break;
                    case 0:
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
                        tmpUnitMap.push_back(m_caster);
                        break;
                    default:
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
                        break;
                }
                break;
            case TARGET_TABLE_X_Y_Z_COORDINATES:
                switch (m_spellInfo->EffectImplicitTargetB[i])
                {
                    case 0:
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);

                        // need some target for processing
                        SetTargetMap(SpellEffectIndex(i), TARGET_EFFECT_SELECT, tmpUnitMap);
                        break;
                    case TARGET_AREAEFFECT_INSTANT:         // All 17/7 pairs used for dest teleportation, A processed in effect code
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
                        break;
                    default:
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
                        break;
                }
                break;
            case TARGET_DUELVSPLAYER_COORDINATES:
                switch (m_spellInfo->EffectImplicitTargetB[i])
                {
                    case 0:
                    case TARGET_EFFECT_SELECT:
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
                        if (Unit* currentTarget = m_targets.getUnitTarget())
                            tmpUnitMap.push_back(currentTarget);
                        break;
                    default:
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
                        break;
                }
                break;
            default:
                switch (m_spellInfo->EffectImplicitTargetB[i])
                {
                    case TARGET_NONE:
                    case TARGET_EFFECT_SELECT:
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
                        break;
                    case TARGET_SCRIPT_COORDINATES:         // B case filled in CheckCast but we need fill unit list base at A case
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
                        break;
                    default:
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
                        break;
                }
                break;
        }

        if (m_caster->GetTypeId() == TYPEID_PLAYER)
        {
            Player *me = (Player*)m_caster;
            for (UnitList::const_iterator itr = tmpUnitMap.begin(); itr != tmpUnitMap.end(); ++itr)
            {
                Player *targetOwner = (*itr)->GetCharmerOrOwnerPlayerOrPlayerItself();
                if (targetOwner && targetOwner != me && targetOwner->IsPvP() && !me->IsInDuelWith(targetOwner))
                {
                    me->UpdatePvP(true);
                    me->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
                    break;
                }
            }
        }

        for (UnitList::iterator itr = tmpUnitMap.begin(); itr != tmpUnitMap.end();)
        {
            if (!CheckTarget(*itr, SpellEffectIndex(i)))
            {
                itr = tmpUnitMap.erase(itr);
                continue;
            }
            else
                ++itr;
        }

        for (UnitList::const_iterator iunit = tmpUnitMap.begin(); iunit != tmpUnitMap.end(); ++iunit)
            AddUnitTarget((*iunit), SpellEffectIndex(i));
    }
}

void Spell::prepareDataForTriggerSystem()
{
    //==========================================================================================
    // Now fill data for trigger system, need know:
    // an spell trigger another or not ( m_canTrigger )
    // Create base triggers flags for Attacker and Victim ( m_procAttacker and  m_procVictim)
    //==========================================================================================
    // Fill flag can spell trigger or not
    // TODO: possible exist spell attribute for this
    m_canTrigger = false;

    if (m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_CANT_TRIGGER_PROC)
        m_canTrigger = false;         // Explicitly not allowed to trigger
    else if (m_CastItem)
        m_canTrigger = false;         // Do not trigger from item cast spell
    else if (!m_IsTriggeredSpell)
        m_canTrigger = true;          // Normal cast - can trigger
    else if (!m_triggeredByAuraSpell)
        m_canTrigger = true;          // Triggered from SPELL_EFFECT_TRIGGER_SPELL - can trigger

    if (!m_canTrigger)                // Exceptions (some periodic triggers)
    {
        switch (m_spellInfo->SpellFamilyName)
        {
            case SPELLFAMILY_MAGE:
                // Blizzard triggers need do it
                if (m_spellInfo->IsFitToFamilyMask<CF_MAGE_BLIZZARD>())
                    m_canTrigger = true;
                break;
            case SPELLFAMILY_WARLOCK:
                // For Hellfire Effect / Rain of Fire triggers need do it
                if (m_spellInfo->IsFitToFamilyMask<CF_WARLOCK_RAIN_OF_FIRE, CF_WARLOCK_HELLFIRE>())
                    m_canTrigger = true;
                break;
            case SPELLFAMILY_HUNTER:
                // Hunter Explosive Trap Effect/Immolation Trap Effect/Frost Trap Aura Effect
                if (m_spellInfo->IsFitToFamilyMask<CF_HUNTER_FIRE_TRAP_EFFECTS, CF_HUNTER_FROST_TRAP_AURA>())
                    m_canTrigger = true;
                break;
            case SPELLFAMILY_PALADIN:
                // Seal of Command (example Vengeance proc) | SPELLFAMILY_PALADIN override in spell_mod
                if (m_spellInfo->Id == 20424)
                    m_canTrigger = true;
                // Seal of Righteousness
                else if (!m_spellInfo->SpellFamilyFlags && m_spellInfo->SpellIconID == 25)
                    m_canTrigger = true;
                // Holy Shock
                else if (m_spellInfo->IsFitToFamilyMask<CF_PALADIN_HOLY_SHOCK>())
                    m_canTrigger = true;
                break;
            case SPELLFAMILY_PRIEST:
                // Touch of Weakness / Devouring Plague
                if (m_spellInfo->IsFitToFamilyMask<CF_PRIEST_TOUCH_OF_WEAKNESS, CF_PRIEST_DEVOURING_PLAGUE>())
                    m_canTrigger = true;
                break;
            default:
                break;
        }
    }

    // Get data for type of attack and fill base info for trigger
    switch (m_spellInfo->DmgClass)
    {
        case SPELL_DAMAGE_CLASS_MELEE:
            m_procAttacker = PROC_FLAG_SUCCESSFUL_MELEE_SPELL_HIT;
            if (m_attackType == OFF_ATTACK)
                m_procAttacker |= PROC_FLAG_SUCCESSFUL_OFFHAND_HIT;
            m_procVictim   = PROC_FLAG_TAKEN_MELEE_SPELL_HIT;
            break;
        case SPELL_DAMAGE_CLASS_RANGED:
            // Auto attack
            if (m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_AUTOREPEAT_FLAG)
            {
                m_procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_HIT;
                m_procVictim   = PROC_FLAG_TAKEN_RANGED_HIT;
            }
            else // Ranged spell attack
            {
                m_procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_SPELL_HIT;
                m_procVictim   = PROC_FLAG_TAKEN_RANGED_SPELL_HIT;
            }
            break;
        default:
        {
            bool aoe = IsAreaOfEffectSpell(m_spellInfo);
            // Some spells should be categorized as AoE
            // Hellfire regularly triggers an AoE spell.
            if (m_spellInfo->IsFitToFamily<SPELLFAMILY_WARLOCK, CF_WARLOCK_HELLFIRE>() && m_spellInfo->SpellIconID == 937)
                aoe = true;
            if (IsPositiveSpell(m_spellInfo->Id))                                 // Check for positive spell
            {
                m_procAttacker = PROC_FLAG_SUCCESSFUL_POSITIVE_SPELL;
                m_procVictim   = PROC_FLAG_TAKEN_POSITIVE_SPELL;
                if (aoe)
                {
                    m_procAttacker |= PROC_FLAG_SUCCESSFUL_POSITIVE_AOE_HIT;
                    m_procVictim   |= PROC_FLAG_TAKEN_POSITIVE_AOE;
                }
                else if (!IsTriggered())
                    m_procAttacker |= PROC_FLAG_SUCCESSFUL_SPELL_CAST;
            }
            // Wands auto attack
            else if (m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_AUTOREPEAT_FLAG)
            {
                m_procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_HIT;
                m_procVictim   = PROC_FLAG_TAKEN_RANGED_HIT;
            }
            else                                           // Negative spell
            {
                m_procAttacker = PROC_FLAG_SUCCESSFUL_NEGATIVE_SPELL_HIT;
                m_procVictim   = PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT;
                if (aoe)
                {
                    m_procAttacker |= PROC_FLAG_SUCCESSFUL_AOE_SPELL_HIT;
                    m_procVictim   |= PROC_FLAG_TAKEN_AOE_SPELL_HIT;
                }
                else if (!IsTriggered())
                    m_procAttacker |= PROC_FLAG_SUCCESSFUL_SPELL_CAST;
            }
            break;
        }
    }

    // some negative spells have positive effects to another or same targets
    // avoid triggering negative hit for only positive targets
    m_negativeEffectMask = 0x0;
    for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
        if (!IsPositiveEffect(m_spellInfo, SpellEffectIndex(i)))
            m_negativeEffectMask |= (1 << i);
}

void Spell::CleanupTargetList()
{
    /*
        m_UniqueTargetInfo.clear();
        m_UniqueGOTargetInfo.clear();
    */
    for (TargetList::iterator itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr)
        itr->deleted = true;

    for (GOTargetList::iterator itr = m_UniqueGOTargetInfo.begin(); itr != m_UniqueGOTargetInfo.end(); ++itr)
        itr->deleted = true;

    m_UniqueItemInfo.clear();
    m_delayMoment = 0;
}

void Spell::AddUnitTarget(Unit* pVictim, SpellEffectIndex effIndex)
{
    if (m_spellInfo->Effect[effIndex] == 0)
        return;

    // Check for effect immune skip if immuned
    bool immuned = pVictim->IsImmuneToSpellEffect(m_spellInfo, effIndex, pVictim == m_caster);

    ObjectGuid targetGUID = pVictim->GetObjectGuid();

    // Lookup target in already in list
    for (TargetList::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
    {
        if (ihit->deleted == true)
            continue;

        if (targetGUID == ihit->targetGUID)                 // Found in list
        {
            if (!immuned)
                ihit->effectMask |= 1 << effIndex;          // Add only effect mask if not immuned
            return;
        }
    }

    // This is new target calculate data for him

    // Get spell hit result on target
    TargetInfo target;
    target.targetGUID = targetGUID;                         // Store target GUID
    target.effectMask = immuned ? 0 : 1 << effIndex;        // Store index of effect if not immuned
    target.processed  = false;                              // Effects not apply on target
    target.deleted = false;
    target.HitInfo = 0x0;
    target.damage = 0;

    // Calculate hit result
    target.missCondition = m_caster->SpellHitResult(pVictim, m_spellInfo, m_canReflect, this);

    // spell fly from visual cast object
    WorldObject* affectiveObject = GetAffectiveCasterObject();

    // Spell have speed - need calculate incoming time
    if (m_spellInfo->speed > 0.0f && affectiveObject && pVictim != affectiveObject)
    {
        // calculate spell incoming interval
        float dist = affectiveObject->GetDistance(pVictim->GetPositionX(), pVictim->GetPositionY(), pVictim->GetPositionZ());
        if (dist < 5.0f)
            dist = 5.0f;
        target.timeDelay = (uint64) floor(dist / m_spellInfo->speed * 1000.0f);

        // Calculate minimum incoming time
        if (m_delayMoment == 0 || m_delayMoment > target.timeDelay)
            m_delayMoment = target.timeDelay;
    }
    else if (m_delayed)
        m_delayMoment = target.timeDelay = sWorld.getConfig(CONFIG_UINT32_SPELLS_CCDELAY);
    else
        target.timeDelay = UI64LIT(0);

    // If target reflect spell back to caster
    if (target.missCondition == SPELL_MISS_REFLECT)
    {
        // Calculate reflected spell result on caster
        target.reflectResult =  m_caster->SpellHitResult(m_caster, m_spellInfo, m_canReflect, this);

        if (target.reflectResult == SPELL_MISS_REFLECT)     // Impossible reflect again, so simply deflect spell
            target.reflectResult = SPELL_MISS_PARRY;

        // Increase time interval for reflected spells by 1.5
        target.timeDelay += target.timeDelay >> 1;
    }
    else
        target.reflectResult = SPELL_MISS_NONE;

    // Add target to list
    m_UniqueTargetInfo.push_back(target);
}

void Spell::AddUnitTarget(ObjectGuid unitGuid, SpellEffectIndex effIndex)
{
    if (Unit* unit = m_caster->GetObjectGuid() == unitGuid ? m_caster : ObjectAccessor::GetUnit(*m_caster, unitGuid))
        AddUnitTarget(unit, effIndex);
}

void Spell::CheckAtDelay(TargetInfo* pInf)
{
    Unit* pTarget = m_caster->GetObjectGuid() == pInf->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, pInf->targetGUID);
    if (!pTarget)
        return;

    for (int i = 0; i < 3; ++i)
    {
        uint32 effMask = 1 << i;
        if (pInf->effectMask & effMask)
        {
            if (pTarget->IsImmuneToSpellEffect(m_spellInfo, SpellEffectIndex(i), pTarget == m_caster))
                pInf->effectMask &= ~effMask;
        }
    }
    if (pTarget != m_caster &&
            (pTarget->IsImmuneToDamage(GetSpellSchoolMask(m_spellInfo)) || pTarget->IsImmuneToSpell(m_spellInfo, pTarget == m_caster)))
        pInf->missCondition = SPELL_MISS_IMMUNE;
}

void Spell::AddGOTarget(GameObject* pVictim, SpellEffectIndex effIndex)
{
    if (m_spellInfo->Effect[effIndex] == 0)
        return;

    ObjectGuid targetGUID = pVictim->GetObjectGuid();

    // Lookup target in already in list
    for (GOTargetList::iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
    {
        if (ihit->deleted)
            continue;

        if (targetGUID == ihit->targetGUID)                 // Found in list
        {
            ihit->effectMask |= (1 << effIndex);            // Add only effect mask
            return;
        }
    }

    // This is new target calculate data for him

    GOTargetInfo target;
    target.targetGUID = targetGUID;
    target.effectMask = (1 << effIndex);
    target.processed  = false;                              // Effects not apply on target
    target.deleted    = false;

    // spell fly from visual cast object
    WorldObject* affectiveObject = GetAffectiveCasterObject();

    // Spell have speed - need calculate incoming time
    if (m_spellInfo->speed > 0.0f && affectiveObject && pVictim != affectiveObject)
    {
        // calculate spell incoming interval
        float dist = affectiveObject->GetDistance(pVictim->GetPositionX(), pVictim->GetPositionY(), pVictim->GetPositionZ());
        if (dist < 5.0f)
            dist = 5.0f;
        target.timeDelay = (uint64) floor(dist / m_spellInfo->speed * 1000.0f);
        if (m_delayMoment == 0 || m_delayMoment > target.timeDelay)
            m_delayMoment = target.timeDelay;
    }
    else if (m_delayed)
        m_delayMoment = target.timeDelay = sWorld.getConfig(CONFIG_UINT32_SPELLS_CCDELAY);
    else
        target.timeDelay = UI64LIT(0);

    // Add target to list
    m_UniqueGOTargetInfo.push_back(target);
}

void Spell::AddGOTarget(ObjectGuid goGuid, SpellEffectIndex effIndex)
{
    if (GameObject* go = m_caster->GetMap()->GetGameObject(goGuid))
        AddGOTarget(go, effIndex);
}

void Spell::AddItemTarget(Item* pitem, SpellEffectIndex effIndex)
{
    if (m_spellInfo->Effect[effIndex] == 0)
        return;

    // Lookup target in already in list
    for (ItemTargetList::iterator ihit = m_UniqueItemInfo.begin(); ihit != m_UniqueItemInfo.end(); ++ihit)
    {
        if (pitem == ihit->item)                            // Found in list
        {
            ihit->effectMask |= (1 << effIndex);            // Add only effect mask
            return;
        }
    }

    // This is new target add data

    ItemTargetInfo target;
    target.item       = pitem;
    target.effectMask = (1 << effIndex);
    target.deleted    = false;

    m_UniqueItemInfo.push_back(target);
}

void Spell::DoAllEffectOnTarget(TargetInfo *target)
{
    ASSERT(target);

    // Arrive pour des sorts comme 11567, 20569, 10626
    if (target->processed)
        return;

    ASSERT(m_caster);

    target->processed = true;                               // Target checked in apply effects procedure

    // Get mask of effects for target
    uint32 mask = target->effectMask;

    Unit* unit = m_caster->GetObjectGuid() == target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target->targetGUID);
    if (!unit)
        return;

    // Get original caster (if exist) and calculate damage/healing from him data
    Unit *real_caster = GetAffectiveCaster();
    // FIXME: in case wild GO heal/damage spells will be used target bonuses
    Unit *caster = real_caster ? real_caster : m_caster;

    SpellMissInfo missInfo = target->missCondition;
    // Need init unitTarget by default unit (can changed in code on reflect)
    // Or on missInfo!=SPELL_MISS_NONE unitTarget undefined (but need in trigger subsystem)
    unitTarget = unit;
    m_spellAuraHolder = nullptr;

    // Reset damage/healing counter
    ResetEffectDamageAndHeal();

    // Fill base trigger info
    uint32 procAttacker = m_procAttacker;
    uint32 procVictim   = m_procVictim;
    uint32 procEx       = PROC_EX_NONE;

    // drop proc flags in case target not affected negative effects in negative spell
    // for example caster bonus or animation,
    // except miss case where will assigned PROC_EX_* flags later
    if (((procAttacker | procVictim) & NEGATIVE_TRIGGER_MASK) &&
            !(target->effectMask & m_negativeEffectMask) && (missInfo == SPELL_MISS_NONE || missInfo == SPELL_MISS_REFLECT))
    {
        procAttacker = procAttacker & PROC_FLAG_SUCCESSFUL_SPELL_CAST;
        procVictim   = PROC_FLAG_NONE;
    }

    if (m_delayed)
    {
        // mark effects that were already handled in Spell::HandleDelayedSpellLaunch on spell launch as processed
        for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
            if (IsEffectHandledOnDelayedSpellLaunch(m_spellInfo, SpellEffectIndex(i)))
                mask &= ~(1 << i);

        // maybe used in effects that are handled on hit
        m_damage += target->damage;
    }

    if (missInfo == SPELL_MISS_NONE)                        // In case spell hit target, do all effect on that target
        DoSpellHitOnUnit(unit, mask);
    if (missInfo == SPELL_MISS_REFLECT && target->reflectResult == SPELL_MISS_NONE)
    {
        DoSpellHitOnUnit(m_caster, mask, true);
        unitTarget = m_caster;
    }
    else                                                    // in 1.12.1 we need explicit miss info
    {
        if (real_caster && !IsNeedSendToClient())
            real_caster->SendSpellMiss(unit, m_spellInfo->Id, missInfo);

        if (missInfo == SPELL_MISS_MISS || missInfo == SPELL_MISS_RESIST)
        {
            if (real_caster && real_caster != unit)
            {
                // can cause back attack (if detected)
                bool backAttack = !(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_NO_INITIAL_AGGRO) && !IsPositiveSpell(m_spellInfo->Id) && m_caster->isVisibleForOrDetect(unit, unit, false);
                if (IsSpellHaveAura(m_spellInfo, SPELL_AURA_MOD_POSSESS))
                    backAttack = false;
                // Pickpocket can cause back attack if failed
                if (m_spellInfo->AttributesEx & SPELL_ATTR_EX_IS_PICKPOCKET)
                {
                    real_caster->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
                    backAttack = true;
                }
                if (backAttack)
                {
                    if (!unit->isInCombat())
                        unit->AttackedBy(real_caster);

                    unit->AddThreat(real_caster);
                    unit->SetInCombatWith(real_caster);
                    real_caster->SetInCombatWith(unit);
                    if (Unit* owner = real_caster->GetOwner())
                        owner->SetInCombatWith(unit);
                }
            }
        }
    }

    if (real_caster)
    {
        // Restauration d'energie sur miss/dodge des sorts rapportant un CP.
        // Source : http://roguecrap.blogspot.co.uk/2006/03/energy-regeneration-oddities.html, + vérifiable en vidéo
        // Source for Parry: https://youtu.be/aDXXr3ad3is?t=3m07s
        if ((missInfo == SPELL_MISS_MISS || missInfo == SPELL_MISS_DODGE || missInfo == SPELL_MISS_PARRY) &&
                m_spellInfo->powerType == POWER_ENERGY && IsSpellHaveEffect(m_spellInfo, SPELL_EFFECT_ADD_COMBO_POINTS))
        {
            int32 regen = lroundf(m_powerCost * 0.82f);
            real_caster->ModifyPower(POWER_ENERGY, regen);
        }
        // Warriors and Druids are refunded 80% of the rage cost on dodge/parry
        // http://blue.mmo-champion.com/topic/69365-18-02-05-kalgans-response-to-warriors/
        // https://youtu.be/YzPlictRoK8?t=1m45s
        else if ((missInfo == SPELL_MISS_PARRY || missInfo == SPELL_MISS_DODGE) && m_spellInfo->powerType == POWER_RAGE)
        {
            int32 regen = lroundf(m_powerCost * 0.82f);
            real_caster->ModifyPower(POWER_RAGE, regen);
        }
    }

    // All calculated do it!
    // Do healing and triggers
    if (m_healing)
    {
        bool crit = real_caster && real_caster->IsSpellCrit(unitTarget, m_spellInfo, m_spellSchoolMask, BASE_ATTACK, this);
        uint32 addhealth = m_healing;
        if (crit)
        {
            procEx |= PROC_EX_CRITICAL_HIT;
            addhealth = caster->SpellCriticalHealingBonus(m_spellInfo, addhealth, nullptr);
        }
        else
            procEx |= PROC_EX_NORMAL_HIT;

        // Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
        if (m_canTrigger)
        {
            // Some spell expected send main spell info to triggered system
            SpellEntry const* spellInfo = m_spellInfo;
            switch (m_spellInfo->Id)
            {
                //case 19968:                                 // Holy Light triggered heal
                case 19993:                                 // Flash of Light triggered heal
                {
                    // stored in unused spell effect basepoints in main spell code
                    uint32 spellid = m_currentBasePoints[EFFECT_INDEX_1];
                    spellInfo = sSpellMgr.GetSpellEntry(spellid);
                }
            }

            caster->ProcDamageAndSpell(unitTarget, real_caster ? procAttacker : PROC_FLAG_NONE, procVictim, procEx, addhealth, m_attackType, spellInfo, this);
        }

        int32 gain = caster->DealHeal(unitTarget, addhealth, m_spellInfo, crit);

        float classThreatModifier = caster->getClass() == CLASS_PALADIN ? 0.25f : 0.5f;

        if (real_caster)
            unitTarget->getHostileRefManager().threatAssist(real_caster, float(gain) * classThreatModifier * sSpellMgr.GetSpellThreatMultiplier(m_spellInfo), m_spellInfo);
    }
    // Do damage and triggers
    else if (m_damage)
    {
        // Fill base damage struct (unitTarget - is real spell target)
        SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, GetFirstSchoolInMask(m_spellSchoolMask));
        damageInfo.spell = this;

        if (m_delayed)
        {
            damageInfo.damage = m_damage;
            damageInfo.HitInfo = target->HitInfo;
        }
        // Add bonuses and fill damageInfo struct
        else
        {
            caster->CalculateSpellDamage(&damageInfo, m_damage, m_spellInfo, m_attackType, this);
            // Judgement of Command
            if (m_spellInfo->SpellIconID == 561)
            {
                // damage halved if target not stunned.
                if (!unitTarget->hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_PENDING_STUNNED))
                     damageInfo.damage = int32(damageInfo.damage * 0.5f);
            }
        }

        unitTarget->CalculateAbsorbResistBlock(caster, &damageInfo, m_spellInfo, BASE_ATTACK, this);

        caster->DealDamageMods(damageInfo.target, damageInfo.damage, &damageInfo.absorb);

        // Send log damage message to client
        caster->SendSpellNonMeleeDamageLog(&damageInfo);

        procEx = createProcExtendMask(&damageInfo, missInfo);
        procVictim |= PROC_FLAG_TAKEN_ANY_DAMAGE;

        // (HACK) trigger Vengeance on weapon crits for Paladins
        // item procs should probably trigger for all classes, e.g. Judgement of Wisdom, but many issues to test for first. Paladin exclusive for now.
        if (m_CastItem && m_caster->getClass() == CLASS_PALADIN && (procEx & PROC_EX_CRITICAL_HIT) && !(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_CANT_TRIGGER_PROC))
            m_canTrigger = true;
        // Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
        if (m_canTrigger)
            caster->ProcDamageAndSpell(unitTarget, real_caster ? procAttacker : PROC_FLAG_NONE, procVictim, procEx, damageInfo.damage, m_attackType, m_spellInfo, this);

        if (m_caster->GetTypeId() == TYPEID_PLAYER)
        {
            // trigger weapon enchants for weapon based spells; exclude spells that stop attack, because may break CC
            if (m_spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON && !(m_spellInfo->Attributes & SPELL_ATTR_STOP_ATTACK_TARGET))
                ((Player*)m_caster)->CastItemCombatSpell(unitTarget, m_attackType);
            // trigger mainhand weapon procs for shield attacks (Shield Bash, Shield Slam) NOTE: vanilla only mechanic, patched out in 2.0.1
            else if (m_spellInfo->EquippedItemClass == ITEM_CLASS_ARMOR && m_spellInfo->EquippedItemSubClassMask & (1 << ITEM_SUBCLASS_ARMOR_SHIELD)
              && m_spellInfo->SpellIconID == 280)
                ((Player*)m_caster)->CastItemCombatSpell(unitTarget, BASE_ATTACK);
            // special Paladin cases - trigger weapon procs despite not having EquippedItemClass
            else if (m_spellInfo->SpellFamilyName == SPELLFAMILY_PALADIN)
            {
                // Seal of Command
                if (m_spellInfo->Id == 20424)
                    ((Player*)m_caster)->CastItemCombatSpell(unitTarget, BASE_ATTACK);
                // Judgement of Command
                else if (m_spellInfo->SpellIconID == 561)
                    ((Player*)m_caster)->CastItemCombatSpell(unitTarget, BASE_ATTACK);
                // Judgement of Righteousness
                else if (m_spellInfo->IsFitToFamilyMask<CF_PALADIN_JUDGEMENT_OF_RIGHTEOUSNESS>() && m_spellInfo->SpellIconID == 25)
                    ((Player*)m_caster)->CastItemCombatSpell(unitTarget, BASE_ATTACK);
            }
        }

        caster->DealSpellDamage(&damageInfo, true);

        // Courroux Naturel a 20% de chance de faire proc WF.
        if (m_spellInfo->Id == 17364 && caster->GetTypeId() == TYPEID_PLAYER)
        {
            Player* pCaster = caster->ToPlayer();
            Item *item = pCaster->GetWeaponForAttack(BASE_ATTACK, true, true);
            if (item)
            {
                uint32 enchant_id = item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT);
                SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
                if (pEnchant && roll_chance_f(20.0f))
                    if (SpellEntry const *spellInfo = sSpellMgr.GetSpellEntry(pEnchant->spellid[0]))
                        if (spellInfo->IsFitToFamily<SPELLFAMILY_SHAMAN, CF_SHAMAN_WINDFURY_WEAPON>())
                            pCaster->CastSpell(unitTarget, pEnchant->spellid[0], true, item);
            }
        }
    }
    // No damage = no trigger. But the aura may cause damage. So let's forward proc flags to the aura.
    else if (m_canTrigger && (procAttacker || procVictim))
    {
        bool foundDamageOrHealAura = false;
        if (m_spellAuraHolder)
            for (int i = 0; i < 3 && !foundDamageOrHealAura; ++i)
                if (Aura* aura = m_spellAuraHolder->m_auras[i])
                    switch (aura->GetModifier()->m_auraname)
                    {
                        case SPELL_AURA_PERIODIC_DAMAGE:
                        case SPELL_AURA_PERIODIC_DAMAGE_PERCENT:
                        case SPELL_AURA_PERIODIC_LEECH:
                        case SPELL_AURA_PERIODIC_HEALTH_FUNNEL:
                        case SPELL_AURA_PERIODIC_HEAL:
                        case SPELL_AURA_OBS_MOD_HEALTH:
                        case SPELL_AURA_POWER_BURN_MANA:
                            foundDamageOrHealAura = true;
                            break;
                    }

        if (foundDamageOrHealAura)
        {
            m_spellAuraHolder->spellFirstHitAttackerProcFlags = procAttacker;
            m_spellAuraHolder->spellFirstHitTargetProcFlags = procVictim;
        }
        else
        {
            // Fill base damage struct (unitTarget - is real spell target)
            SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, GetFirstSchoolInMask(m_spellSchoolMask));
            procEx = createProcExtendMask(&damageInfo, missInfo);
            // Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
            uint32 dmg = 0;
            // Sometime we need to manually set dmg != 0 (arcane projectile triggers a spell that deals damage)
            // Cant check SpellFamilyFlags & 0x40800 because some spells have strange SpellFamilyFlags=0x7FFFFFFF (sheep, ...)
            if (m_spellInfo->SpellFamilyName == SPELLFAMILY_MAGE && m_spellInfo->SpellFamilyFlags == 0x40800)
                dmg = 1;
            caster->ProcDamageAndSpell(unit, real_caster ? procAttacker : PROC_FLAG_NONE, procVictim, procEx, dmg, m_attackType, m_spellInfo, this);
        }
    }

    if (missInfo != SPELL_MISS_NONE)
        return;

    // Call scripted function for AI if this spell is casted upon a creature
    if (unit->GetTypeId() == TYPEID_UNIT)
    {
        // cast at creature (or GO) quest objectives update at successful cast finished (+channel finished)
        // ignore pets or autorepeat/melee casts for speed (not exist quest for spells (hm... )
        if (real_caster && !((Creature*)unit)->IsPet() && !IsAutoRepeat() && !IsNextMeleeSwingSpell() && !IsChannelActive())
            if (Player* p = real_caster->GetCharmerOrOwnerPlayerOrPlayerItself())
                p->RewardPlayerAndGroupAtCast(unit, m_spellInfo->Id);

        if (((Creature*)unit)->AI())
            ((Creature*)unit)->AI()->SpellHit(m_caster, m_spellInfo);
    }

    // Tell any pets to stop attacking the target on application of breakable crowd control spells
    if (m_spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_DAMAGE && unit->HasBreakableByDamageCrowdControlAura(m_caster))
    {
        Unit::AttackerSet attackers = unit->getAttackers();
        for (Unit::AttackerSet::iterator itr = attackers.begin(); itr != attackers.end(); ++itr)
        {
            if ((*itr)->IsPet())
                (*itr)->AttackStop();
        }
    }

    // Call scripted function for AI if this spell is casted by a creature
    if (m_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)m_caster)->AI())
        ((Creature*)m_caster)->AI()->SpellHitTarget(unit, m_spellInfo);
}

void Spell::DoSpellHitOnUnit(Unit *unit, uint32 effectMask, bool isReflected)
{
    if (!unit)
        return;

    if (!effectMask)
        return;

    Unit* realCaster = GetAffectiveCaster();

    // Nostalrius: IsAuraResist pour les ModMechanicResistance des effets.
    if (IsSpellAppliesAura(m_spellInfo, effectMask) && unit->IsAuraResist(m_spellInfo))
        for (int eff = 0; eff < MAX_EFFECT_INDEX; ++eff)
            if (m_spellInfo->Effect[eff] == SPELL_EFFECT_APPLY_AURA)
            {
                if ((realCaster && realCaster->IsPlayer() && realCaster->ToPlayer()->HasOption(PLAYER_CHEAT_UNRANDOMIZE)) ||
                    (unit->IsPlayer() && unit->ToPlayer()->HasOption(PLAYER_CHEAT_UNRANDOMIZE)))
                    break;
                effectMask &= ~(1 << eff);
                if (!effectMask)
                    return;
            }

    // Recheck immune (only for delayed spells)
    if (m_caster != unit && m_spellInfo->speed && (
                unit->IsImmuneToDamage(GetSpellSchoolMask(m_spellInfo)) ||
                unit->IsImmuneToSpell(m_spellInfo, unit == realCaster)))
    {
        if (realCaster)
            realCaster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_IMMUNE);

        ResetEffectDamageAndHeal();
        return;
    }

    if (realCaster && realCaster != unit)
    {
        // Recheck  UNIT_FLAG_NON_ATTACKABLE for delayed spells
        if (unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE) &&
                unit->GetCharmerOrOwnerGuid() != m_caster->GetObjectGuid())
        {
            realCaster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE);
            ResetEffectDamageAndHeal();
            return;
        }

        if (!realCaster->IsFriendlyTo(unit))
        {
            if (m_damage) // Example: stealth.
                unit->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_HITBYSPELL);

            // not break stealth by cast targeting
            if (!(m_spellInfo->AttributesEx & SPELL_ATTR_EX_NOT_BREAK_STEALTH))
            {
                unit->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
                unit->RemoveSpellsCausingAura(SPELL_AURA_MOD_INVISIBILITY);
            }

            // for delayed spells ignore not visible explicit target
            if (m_delayed && unit == m_targets.getUnitTarget() &&
                    !unit->isVisibleForOrDetect(m_caster, m_caster, false))
            {
                realCaster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE);
                ResetEffectDamageAndHeal();
                return;
            }

            // can cause back attack (if detected), stealth removed at Spell::cast if spell break it
            if (!(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_NO_INITIAL_AGGRO) && (!IsPositiveSpell(m_spellInfo->Id) || IsSpellHaveEffect(m_spellInfo, SPELL_EFFECT_DISPEL)) &&
                    !m_spellInfo->IsFitToFamily<SPELLFAMILY_ROGUE, CF_ROGUE_SAP>() && // Sap handled somewhere else. Without this, sap will remove stealth if the rogue is visible.
                    (m_spellInfo->Id == 6358 || // Exception to fix succubus seduction.
                     m_caster->isVisibleForOrDetect(unit, unit, false)))
            {
                // use speedup check to avoid re-remove after above lines
                if (m_spellInfo->AttributesEx & SPELL_ATTR_EX_NOT_BREAK_STEALTH)
                {
                    unit->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
                    unit->RemoveSpellsCausingAura(SPELL_AURA_MOD_INVISIBILITY);
                }

                // caster can be detected but have stealth aura
                m_caster->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
                m_caster->RemoveSpellsCausingAura(SPELL_AURA_MOD_INVISIBILITY);

                // Fait dans Unit::DealDamage, car etre assis ou debout change le % de critiques par exemple.
                //if (!unit->IsStandState() && !unit->hasUnitState(UNIT_STAT_STUNNED))
                //    unit->SetStandState(UNIT_STAND_STATE_STAND);

                if (!IsSpellHaveAura(m_spellInfo, SPELL_AURA_MOD_POSSESS))
                {
                    if (!unit->isInCombat())
                        unit->AttackedBy(realCaster);

                    unit->AddThreat(realCaster);
                    unit->SetInCombatWith(realCaster);
                }

                realCaster->SetInCombatWith(unit);
                if (Unit* owner = realCaster->GetOwner())
                    owner->SetInCombatWith(unit);

                if (Player *attackedPlayer = unit->GetCharmerOrOwnerPlayerOrPlayerItself())
                    realCaster->SetContestedPvP(attackedPlayer);
            }
        }
        else
        {
            // for delayed spells ignore negative spells (after duel end) for friendly targets
            if (m_delayed && !IsPositiveSpell(m_spellInfo->Id))
            {
                realCaster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE);
                ResetEffectDamageAndHeal();
                return;
            }

            // assisting case, healing and resurrection
            if (unit->hasUnitState(UNIT_STAT_ATTACK_PLAYER))
                realCaster->SetContestedPvP();

            if (unit->isInCombat() && !(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_NO_INITIAL_AGGRO))
            {
                realCaster->SetInCombatState(unit->GetCombatTimer() > 0);
                unit->getHostileRefManager().threatAssist(realCaster, 0.0f, m_spellInfo);
            }
        }
    }

    // Get Data Needed for Diminishing Returns, some effects may have multiple auras, so this must be done on spell hit, not aura add
    m_diminishGroup = m_spellInfo->GetDiminishingReturnsGroup(m_triggeredByAuraSpell);
    m_diminishLevel = unit->GetDiminishing(m_diminishGroup);

    if (realCaster)
        DEBUG_UNIT(realCaster, DEBUG_DR, "[%u] Groupe DR : %u. Niveau : %u.", m_spellInfo->Id, m_diminishGroup, m_diminishLevel);

    // Increase Diminishing on unit, current informations for actually casts will use values above
    if ((GetDiminishingReturnsGroupType(m_diminishGroup) == DRTYPE_PLAYER && unit->IsPlayer()) ||
            GetDiminishingReturnsGroupType(m_diminishGroup) == DRTYPE_ALL)
        unit->IncrDiminishing(m_diminishGroup);

    // Apply additional spell effects to target
    CastPreCastSpells(unit);

    if (IsSpellAppliesAura(m_spellInfo, effectMask))
    {
        m_spellAuraHolder = CreateSpellAuraHolder(m_spellInfo, unit, realCaster, m_CastItem);
        m_spellAuraHolder->SetTriggered(IsTriggered());
        m_spellAuraHolder->setDiminishGroup(m_diminishGroup);
    }
    else
        m_spellAuraHolder = nullptr;

    for (int effectNumber = 0; effectNumber < MAX_EFFECT_INDEX; ++effectNumber)
    {
        if (effectMask & (1 << effectNumber))
        {
            HandleEffects(unit, nullptr, nullptr, SpellEffectIndex(effectNumber), m_damageMultipliers[effectNumber]);
            if (m_applyMultiplierMask & (1 << effectNumber))
            {
                // Get multiplier
                float multiplier = m_spellInfo->DmgMultiplier[effectNumber];
                // Apply multiplier mods
                if (realCaster)
                    if (Player* modOwner = realCaster->GetSpellModOwner())
                        modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_EFFECT_PAST_FIRST, multiplier, this);
                m_damageMultipliers[effectNumber] *= multiplier;
            }
        }
    }

    // now apply all created auras
    if (m_spellAuraHolder)
    {
        // normally shouldn't happen
        if (!m_spellAuraHolder->IsEmptyHolder())
        {
            int32 duration = m_spellAuraHolder->GetAuraMaxDuration();
            int32 originalDuration = duration;

            if (duration > 0)
            {
                unit->ApplyDiminishingToDuration(m_diminishGroup, duration, m_caster, m_diminishLevel, isReflected);

                // Fully diminished
                if (duration == 0)
                {
                    delete m_spellAuraHolder;
                    m_spellAuraHolder = nullptr;
                    return;
                }
            }

            if (duration != originalDuration)
            {
                m_spellAuraHolder->SetAuraMaxDuration(duration);
                m_spellAuraHolder->SetAuraDuration(duration);
            }

            if (!unit->AddSpellAuraHolder(m_spellAuraHolder))
                m_spellAuraHolder = nullptr;
        }
        else
        {
            delete m_spellAuraHolder;
            m_spellAuraHolder = nullptr;
        }
    }
}

void Spell::DoAllEffectOnTarget(GOTargetInfo *target)
{
    if (target->processed)                                  // Check target
        return;
    target->processed = true;                               // Target checked in apply effects procedure

    uint32 effectMask = target->effectMask;
    if (!effectMask)
        return;

    GameObject* go = m_caster->GetMap()->GetGameObject(target->targetGUID);
    if (!go)
        return;

    for (int effectNumber = 0; effectNumber < MAX_EFFECT_INDEX; ++effectNumber)
        if (effectMask & (1 << effectNumber))
            HandleEffects(nullptr, nullptr, go, SpellEffectIndex(effectNumber));

    // cast at creature (or GO) quest objectives update at successful cast finished (+channel finished)
    // ignore autorepeat/melee casts for speed (not exist quest for spells (hm... )
    if (!IsAutoRepeat() && !IsNextMeleeSwingSpell() && !IsChannelActive())
    {
        if (Player* p = m_caster->GetCharmerOrOwnerPlayerOrPlayerItself())
            p->RewardPlayerAndGroupAtCast(go, m_spellInfo->Id);
    }
}

void Spell::DoAllEffectOnTarget(ItemTargetInfo *target)
{
    uint32 effectMask = target->effectMask;
    if (!target->item || !effectMask)
        return;

    for (int effectNumber = 0; effectNumber < MAX_EFFECT_INDEX; ++effectNumber)
        if (effectMask & (1 << effectNumber))
            HandleEffects(nullptr, target->item, nullptr, SpellEffectIndex(effectNumber));
}

void Spell::HandleDelayedSpellLaunch(TargetInfo *target)
{
    // Get mask of effects for target
    uint32 mask = target->effectMask;

    Unit* unit = m_caster->GetObjectGuid() == target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target->targetGUID);
    if (!unit)
        return;

    // Get original caster (if exist) and calculate damage/healing from him data
    Unit *real_caster = GetAffectiveCaster();
    // FIXME: in case wild GO heal/damage spells will be used target bonuses
    Unit *caster = real_caster ? real_caster : m_caster;

    SpellMissInfo missInfo = target->missCondition;
    // Need init unitTarget by default unit (can changed in code on reflect)
    // Or on missInfo!=SPELL_MISS_NONE unitTarget undefined (but need in trigger subsystem)
    unitTarget = unit;

    // Reset damage/healing counter
    ResetEffectDamageAndHeal();

    // Fill base damage struct (unitTarget - is real spell target)
    SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, GetFirstSchoolInMask(m_spellSchoolMask));

    if (unit && !caster->IsFriendlyTo(unit))
        unit->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_HITBYSPELL);
    if (missInfo == SPELL_MISS_NONE || (missInfo == SPELL_MISS_REFLECT && target->reflectResult == SPELL_MISS_NONE))
    {
        for (int32 effectNumber = 0; effectNumber < MAX_EFFECT_INDEX; ++effectNumber)
        {
            if (mask & (1 << effectNumber) && IsEffectHandledOnDelayedSpellLaunch(m_spellInfo, SpellEffectIndex(effectNumber)))
            {
                HandleEffects(unit, nullptr, nullptr, SpellEffectIndex(effectNumber), m_damageMultipliers[effectNumber]);
                if (m_applyMultiplierMask & (1 << effectNumber))
                {
                    // Get multiplier
                    float multiplier = m_spellInfo->DmgMultiplier[effectNumber];
                    // Apply multiplier mods
                    if (real_caster)
                        if (Player* modOwner = real_caster->GetSpellModOwner())
                            modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_EFFECT_PAST_FIRST, multiplier, this);
                    m_damageMultipliers[effectNumber] *= multiplier;
                }
            }
        }

        if (m_damage > 0)
            caster->CalculateSpellDamage(&damageInfo, m_damage, m_spellInfo, m_attackType, this);
    }

    target->damage = damageInfo.damage;
    target->HitInfo = damageInfo.HitInfo;
}

void Spell::InitializeDamageMultipliers()
{
    for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
    {
        if (m_spellInfo->Effect[i] == 0)
            continue;

        uint32 EffectChainTarget = m_spellInfo->EffectChainTarget[i];
        if (Unit* realCaster = GetAffectiveCaster())
            if (Player* modOwner = realCaster->GetSpellModOwner())
                modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_JUMP_TARGETS, EffectChainTarget, this);

        m_damageMultipliers[i] = 1.0f;
        if ((m_spellInfo->EffectImplicitTargetA[i] == TARGET_CHAIN_DAMAGE || m_spellInfo->EffectImplicitTargetA[i] == TARGET_CHAIN_HEAL) &&
                (EffectChainTarget > 1))
            m_applyMultiplierMask |= (1 << i);
    }
}

// <Daemon>: Modification du fonctionnement de cette fonction
// Indique si une canalisation doit s'arreter ou non
// Pour cela, on regarde s'il reste des cibles.

bool Spell::HasValidUnitPresentInTargetList()
{
    uint8 foundMask = 0;
    uint8 needTargetsMask = 0;
    for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
        if (m_spellInfo->Effect[i] == SPELL_EFFECT_APPLY_AURA && m_spellInfo->EffectApplyAuraName[i])
            if (m_spellInfo->EffectImplicitTargetA[i] != TARGET_SELF)
                needTargetsMask |= 1 << i;

    // Cette canalisation n'a pas besoin de cible: elle se lance sur le lanceur de sort
    // Elle ne s'arrete pas, sauf s'il meurt biensur.
    if (!needTargetsMask)
    {
        if (m_caster->isAlive() == IsDeathOnlySpell(m_spellInfo))
            return false;
        return true;
    }

    for (TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
    {
        if (ihit->deleted)
            continue;
        if (ihit->missCondition != SPELL_MISS_NONE)
            continue;

        Unit *unit = m_caster->GetObjectGuid() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);

        // either unit is alive and normal spell, or unit dead and deathonly-spell
        if (unit && (unit->isAlive() != IsDeathOnlySpell(m_spellInfo)))
            foundMask |= ihit->effectMask;
    }

    return (foundMask & needTargetsMask);
}

// Helper for Chain Healing
// Spell target first
// Raidmates then descending by injury suffered (MaxHealth - Health)
// Other players/mobs then descending by injury suffered (MaxHealth - Health)
struct ChainHealingOrder : public std::binary_function<const Unit*, const Unit*, bool>
{
    const Unit* MainTarget;
    ChainHealingOrder(Unit const* Target) : MainTarget(Target) {};
    // functor for operator ">"
    bool operator()(Unit const* _Left, Unit const* _Right) const
    {
        return (ChainHealingHash(_Left) < ChainHealingHash(_Right));
    }
    int32 ChainHealingHash(Unit const* Target) const
    {
        if (Target == MainTarget)
            return 0;
        else if (Target->GetTypeId() == TYPEID_PLAYER && MainTarget->GetTypeId() == TYPEID_PLAYER &&
                 ((Player const*)Target)->IsInSameRaidWith((Player const*)MainTarget))
        {
            if (Target->GetHealth() == Target->GetMaxHealth())
                return 40000;
            else
                return 20000 - Target->GetMaxHealth() + Target->GetHealth();
        }
        else
            return 40000 - Target->GetMaxHealth() + Target->GetHealth();
    }
};

class ChainHealingFullHealth: std::unary_function<const Unit*, bool>
{
public:
    const Unit* MainTarget;
    ChainHealingFullHealth(const Unit* Target) : MainTarget(Target) {};

    bool operator()(const Unit* Target) const
    {
        return (Target != MainTarget && Target->GetHealth() == Target->GetMaxHealth());
    }
};

// Helper for targets nearest to the spell target
// The spell target is always first unless there is a target at _completely_ the same position (unbelievable case)
struct TargetDistanceOrderNear : public std::binary_function<const Unit, const Unit, bool>
{
    const Unit* MainTarget;
    TargetDistanceOrderNear(const Unit* Target) : MainTarget(Target) {};
    // functor for operator ">"
    bool operator()(const Unit* _Left, const Unit* _Right) const
    {
        return MainTarget->GetDistanceOrder(_Left, _Right);
    }
};

void Spell::SetTargetMap(SpellEffectIndex effIndex, uint32 targetMode, UnitList& targetUnitMap)
{
    float radius;
    if (m_spellInfo->EffectRadiusIndex[effIndex])
        radius = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[effIndex]));
    else
        radius = GetSpellMaxRange(sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex));

    uint32 EffectChainTarget = m_spellInfo->EffectChainTarget[effIndex];

    if (Unit* realCaster = GetAffectiveCaster())
    {
        if (Player* modOwner = realCaster->GetSpellModOwner())
        {
            modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RADIUS, radius, this);
            modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_JUMP_TARGETS, EffectChainTarget, this);
        }
    }

    uint32 unMaxTargets = m_spellInfo->MaxAffectedTargets;

    // custom target amount cases
    switch (m_spellInfo->SpellFamilyName)
    {
        case SPELLFAMILY_GENERIC:
        {
            switch (m_spellInfo->Id)
            {
                case 802:                                   // Mutate Bug (AQ40, Emperor Vek'nilash)
                case 804:                                   // Explode Bug (AQ40, Emperor Vek'lor)
                case 23138:                                 // Gate of Shazzrah (MC, Shazzrah)
                case 24781:                                 // Dream Fog (Emerald Dragons)
                case 28560:                                 // Summon Blizzard (Naxx, Sapphiron)
                    unMaxTargets = 1;
                    break;
                case 10258:                                 // Awaken Vault Warder (Uldaman)
                case 28542:                                 // Life Drain (Naxx, Sapphiron)
                    unMaxTargets = 2;
                    break;
                case 28796:                                 // Poison Bolt Volley (Naxx, Faerlina)
                    unMaxTargets = 10;
                    break;
                case 25991:                                 // Poison Bolt Volley (AQ40, Pincess Huhuran)
                    unMaxTargets = 15;
                    break;
            }
            break;
        }
        default:
            break;
    }

    // custom radius cases
    switch (m_spellInfo->SpellFamilyName)
    {
        case SPELLFAMILY_GENERIC:
        {
            switch (m_spellInfo->Id)
            {
                case 28241:                                 // Poison (Naxxramas, Grobbulus Cloud)
                {
                    if (SpellAuraHolder* auraHolder = m_caster->GetSpellAuraHolder(28158))
                        radius = 0.5f * (60000 - auraHolder->GetAuraDuration()) * 0.001f;
                    break;
                }
                default:
                    break;
            }
            break;
        }
        default:
            break;
    }

    switch (targetMode)
    {
        case TARGET_TOTEM_EARTH:
        case TARGET_TOTEM_WATER:
        case TARGET_TOTEM_AIR:
        case TARGET_TOTEM_FIRE:
        case TARGET_SELF:
            targetUnitMap.push_back(m_caster);
            break;
        case TARGET_RANDOM_ENEMY_CHAIN_IN_AREA:
        {
            m_targets.m_targetMask = 0;
            unMaxTargets = EffectChainTarget;
            float max_range = radius + unMaxTargets * CHAIN_SPELL_JUMP_RADIUS;

            UnitList tempTargetUnitMap;

            {
                MaNGOS::AnyAoETargetUnitInObjectRangeCheck u_check(m_caster, max_range);
                MaNGOS::UnitListSearcher<MaNGOS::AnyAoETargetUnitInObjectRangeCheck> searcher(tempTargetUnitMap, u_check);
                Cell::VisitAllObjects(m_caster, searcher, max_range);
            }

            if (tempTargetUnitMap.empty())
                break;

            tempTargetUnitMap.sort(TargetDistanceOrderNear(m_caster));

            //Now to get us a random target that's in the initial range of the spell
            uint32 t = 0;
            auto itr = tempTargetUnitMap.begin();
            while (itr != tempTargetUnitMap.end() && (*itr)->IsWithinDist(m_caster, radius))
                ++t, ++itr;

            if (!t)
                break;

            itr = tempTargetUnitMap.begin();
            std::advance(itr, rand() % t);
            Unit *pUnitTarget = *itr;
            targetUnitMap.push_back(pUnitTarget);

            tempTargetUnitMap.erase(itr);

            tempTargetUnitMap.sort(TargetDistanceOrderNear(pUnitTarget));

            t = unMaxTargets - 1;
            Unit *prev = pUnitTarget;
            auto next = tempTargetUnitMap.begin();

            while (t && next != tempTargetUnitMap.end())
            {
                if (!prev->IsWithinDist(*next, CHAIN_SPELL_JUMP_RADIUS))
                    break;

                if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_IGNORE_LOS) && !prev->IsWithinLOSInMap(*next))
                {
                    ++next;
                    continue;
                }

                prev = *next;
                targetUnitMap.push_back(prev);
                tempTargetUnitMap.erase(next);
                tempTargetUnitMap.sort(TargetDistanceOrderNear(prev));
                next = tempTargetUnitMap.begin();

                --t;
            }
            break;
        }
        case TARGET_RANDOM_FRIEND_CHAIN_IN_AREA:
        {
            m_targets.m_targetMask = 0;
            unMaxTargets = EffectChainTarget;
            float max_range = radius + unMaxTargets * CHAIN_SPELL_JUMP_RADIUS;
            UnitList tempTargetUnitMap;
            {
                MaNGOS::AnyFriendlyUnitInObjectRangeCheck u_check(m_caster, max_range);
                MaNGOS::UnitListSearcher<MaNGOS::AnyFriendlyUnitInObjectRangeCheck> searcher(tempTargetUnitMap, u_check);
                Cell::VisitAllObjects(m_caster, searcher, max_range);
            }

            if (tempTargetUnitMap.empty())
                break;

            tempTargetUnitMap.sort(TargetDistanceOrderNear(m_caster));

            //Now to get us a random target that's in the initial range of the spell
            uint32 t = 0;
            auto itr = tempTargetUnitMap.begin();
            while (itr != tempTargetUnitMap.end() && (*itr)->IsWithinDist(m_caster, radius))
                ++t, ++itr;

            if (!t)
                break;

            itr = tempTargetUnitMap.begin();
            std::advance(itr, rand() % t);
            Unit *pUnitTarget = *itr;
            targetUnitMap.push_back(pUnitTarget);

            tempTargetUnitMap.erase(itr);

            tempTargetUnitMap.sort(TargetDistanceOrderNear(pUnitTarget));

            t = unMaxTargets - 1;
            Unit *prev = pUnitTarget;
            auto next = tempTargetUnitMap.begin();

            while (t && next != tempTargetUnitMap.end())
            {
                if (!prev->IsWithinDist(*next, CHAIN_SPELL_JUMP_RADIUS))
                    break;

                if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_IGNORE_LOS) && !prev->IsWithinLOSInMap(*next))
                {
                    ++next;
                    continue;
                }
                prev = *next;
                targetUnitMap.push_back(prev);
                tempTargetUnitMap.erase(next);
                tempTargetUnitMap.sort(TargetDistanceOrderNear(prev));
                next = tempTargetUnitMap.begin();
                --t;
            }
            break;
        }
        case TARGET_PET:
        {
            Pet* tmpUnit = m_caster->GetPet();
            if (!tmpUnit) break;
            targetUnitMap.push_back(tmpUnit);
            break;
        }
        case TARGET_CHAIN_DAMAGE:
        {
            if (EffectChainTarget <= 1)
            {
                if (Unit* pUnitTarget = m_caster->SelectMagnetTarget(m_targets.getUnitTarget(), this, effIndex))
                {
                    m_targets.setUnitTarget(pUnitTarget);
                    targetUnitMap.push_back(pUnitTarget);
                }
            }
            else
            {
                Unit* pUnitTarget = m_targets.getUnitTarget();
                if (Unit* redirectTarget = m_caster->SelectMagnetTarget(m_targets.getUnitTarget(), this, effIndex))
                {
                    if (redirectTarget != pUnitTarget)
                    {
                        m_targets.setUnitTarget(redirectTarget);
                        targetUnitMap.push_back(redirectTarget);
                        break;
                    }
                }
                WorldObject* originalCaster = GetAffectiveCasterObject();
                if (!pUnitTarget || !originalCaster)
                    break;

                unMaxTargets = EffectChainTarget;

                float max_range;
                if (m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE)
                    max_range = radius;
                else
                    //FIXME: This very like horrible hack and wrong for most spells
                    max_range = radius + unMaxTargets * CHAIN_SPELL_JUMP_RADIUS;

                UnitList tempTargetUnitMap;
                MaNGOS::AnyAoEVisibleTargetUnitInObjectRangeCheck u_check(pUnitTarget, originalCaster, max_range);
                MaNGOS::UnitListSearcher<MaNGOS::AnyAoEVisibleTargetUnitInObjectRangeCheck> searcher(tempTargetUnitMap, u_check);
                Cell::VisitAllObjects(m_caster, searcher, max_range);

                tempTargetUnitMap.sort(TargetDistanceOrderNear(pUnitTarget));

                if (tempTargetUnitMap.empty())
                    break;

                if (*tempTargetUnitMap.begin() == pUnitTarget)
                    tempTargetUnitMap.erase(tempTargetUnitMap.begin());

                targetUnitMap.push_back(pUnitTarget);
                uint32 t = unMaxTargets - 1;
                Unit *prev = pUnitTarget;
                auto next = tempTargetUnitMap.begin();

                while (t && next != tempTargetUnitMap.end())
                {
                    if (!prev->IsWithinDist(*next, CHAIN_SPELL_JUMP_RADIUS))
                        break;

                    if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_IGNORE_LOS) && !prev->IsWithinLOSInMap(*next))
                    {
                        ++next;
                        continue;
                    }

                    prev = *next;
                    targetUnitMap.push_back(prev);
                    tempTargetUnitMap.erase(next);
                    tempTargetUnitMap.sort(TargetDistanceOrderNear(prev));
                    next = tempTargetUnitMap.begin();

                    --t;
                }
            }
            break;
        }
        case TARGET_ALL_ENEMY_IN_AREA:
        {
            FillAreaTargets(targetUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_AOE_DAMAGE);
            float minDist = -1;
            switch (m_spellInfo->Id)
            {
                // Shadow Storm
                case 14297:
                case 26546:
                case 26555:
                    minDist = 20.0f;
                    break;
            }
            if (minDist > 0)
            {
                for (UnitList::iterator itr = targetUnitMap.begin(), next; itr != targetUnitMap.end(); itr = next)
                {
                    next = itr;
                    ++next;
                    if (!*itr)
                        continue;
                    if ((*itr)->IsWithinDist(m_caster, minDist))
                        targetUnitMap.erase(itr);
                }
            }
            break;
        }
        case TARGET_AREAEFFECT_INSTANT:
        {
            SpellTargets targetB = SPELL_TARGETS_AOE_DAMAGE;

            // Select friendly targets for positive effect
            if (IsPositiveEffect(m_spellInfo, effIndex))
                targetB = SPELL_TARGETS_FRIENDLY;

            UnitList tempTargetUnitMap;
            SpellScriptTargetBounds bounds = sSpellMgr.GetSpellScriptTargetBounds(m_spellInfo->Id);

            // fill real target list if no spell script target defined
            FillAreaTargets(bounds.first != bounds.second ? tempTargetUnitMap : targetUnitMap,
                            radius, PUSH_DEST_CENTER, bounds.first != bounds.second ? SPELL_TARGETS_ALL : targetB);

            if (!tempTargetUnitMap.empty())
            {
                for (UnitList::const_iterator iter = tempTargetUnitMap.begin(); iter != tempTargetUnitMap.end(); ++iter)
                {
                    if ((*iter)->GetTypeId() != TYPEID_UNIT)
                        continue;

                    for (SpellScriptTarget::const_iterator i_spellST = bounds.first; i_spellST != bounds.second; ++i_spellST)
                    {
                        // only creature entries supported for this target type
                        if (i_spellST->second.type == SPELL_TARGET_TYPE_GAMEOBJECT)
                            continue;

                        if ((*iter)->GetEntry() == i_spellST->second.targetEntry)
                        {
                            if (i_spellST->second.type == SPELL_TARGET_TYPE_DEAD && ((Creature*)(*iter))->IsCorpse())
                                targetUnitMap.push_back((*iter));
                            else if (i_spellST->second.type == SPELL_TARGET_TYPE_CREATURE && (*iter)->isAlive())
                                targetUnitMap.push_back((*iter));

                            break;
                        }
                    }
                }
            }

            // exclude caster
            targetUnitMap.remove(m_caster);
            break;
        }
        case TARGET_AREAEFFECT_CUSTOM:
        {
            if (m_spellInfo->Effect[effIndex] == SPELL_EFFECT_PERSISTENT_AREA_AURA)
                break;
            else if (m_spellInfo->Effect[effIndex] == SPELL_EFFECT_SUMMON)
            {
                targetUnitMap.push_back(m_caster);
                break;
            }

            UnitList tempTargetUnitMap;
            SpellScriptTargetBounds bounds = sSpellMgr.GetSpellScriptTargetBounds(m_spellInfo->Id);
            // fill real target list if no spell script target defined
            FillAreaTargets(bounds.first != bounds.second ? tempTargetUnitMap : targetUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_ALL);

            if (!tempTargetUnitMap.empty())
            {
                for (UnitList::const_iterator iter = tempTargetUnitMap.begin(); iter != tempTargetUnitMap.end(); ++iter)
                {
                    if ((*iter)->GetTypeId() != TYPEID_UNIT)
                        continue;

                    for (SpellScriptTarget::const_iterator i_spellST = bounds.first; i_spellST != bounds.second; ++i_spellST)
                    {
                        // only creature entries supported for this target type
                        if (i_spellST->second.type == SPELL_TARGET_TYPE_GAMEOBJECT)
                            continue;

                        if ((*iter)->GetEntry() == i_spellST->second.targetEntry)
                        {
                            if (i_spellST->second.type == SPELL_TARGET_TYPE_DEAD && ((Creature*)(*iter))->IsCorpse())
                                targetUnitMap.push_back((*iter));
                            else if (i_spellST->second.type == SPELL_TARGET_TYPE_CREATURE && (*iter)->isAlive())
                                targetUnitMap.push_back((*iter));

                            break;
                        }
                    }
                }
            }
            else
            {
                // remove not targetable units if spell has no script targets
                for (UnitList::iterator itr = targetUnitMap.begin(); itr != targetUnitMap.end();)
                {
                    if (!(*itr)->isTargetableForAttack(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_CAST_ON_DEAD))
                        targetUnitMap.erase(itr++);
                    else
                        ++itr;
                }
            }
            break;
        }
        case TARGET_AREAEFFECT_GO_AROUND_DEST:
        {
            // It may be possible to fill targets for some spell effects
            // automatically (SPELL_EFFECT_WMO_REPAIR(88) for example) but
            // for some/most spells we clearly need/want to limit with spell_target_script

            // Some spells untested, for affected GO type 33. May need further adjustments for spells related.

            SpellScriptTargetBounds bounds = sSpellMgr.GetSpellScriptTargetBounds(m_spellInfo->Id);

            std::list<GameObject*> tempTargetGOList;

            for (SpellScriptTarget::const_iterator i_spellST = bounds.first; i_spellST != bounds.second; ++i_spellST)
            {
                if (i_spellST->second.type == SPELL_TARGET_TYPE_GAMEOBJECT)
                {
                    // search all GO's with entry, within range of m_destN
                    MaNGOS::GameObjectEntryInPosRangeCheck go_check(*m_caster, i_spellST->second.targetEntry, m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ, radius);
                    MaNGOS::GameObjectListSearcher<MaNGOS::GameObjectEntryInPosRangeCheck> checker(tempTargetGOList, go_check);
                    Cell::VisitGridObjects(m_caster, checker, radius);
                }
            }

            if (!tempTargetGOList.empty())
            {
                for (std::list<GameObject*>::iterator iter = tempTargetGOList.begin(); iter != tempTargetGOList.end(); ++iter)
                    AddGOTarget(*iter, effIndex);
            }

            break;
        }
        case TARGET_ALL_ENEMY_IN_AREA_INSTANT:
        {
            // targets the ground, not the units in the area
            switch (m_spellInfo->Effect[effIndex])
            {
                case SPELL_EFFECT_PERSISTENT_AREA_AURA:
                    break;
                case SPELL_EFFECT_SUMMON:
                    targetUnitMap.push_back(m_caster);
                    break;
                default:
                    FillAreaTargets(targetUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_AOE_DAMAGE);
                    break;
            }
            break;
        }
        case TARGET_DUELVSPLAYER_COORDINATES:
        {
            if (Unit* currentTarget = m_targets.getUnitTarget())
                m_targets.setDestination(currentTarget->GetPositionX(), currentTarget->GetPositionY(), currentTarget->GetPositionZ());
            break;
        }
        case TARGET_ALL_PARTY_AROUND_CASTER:
        case TARGET_ALL_PARTY_AROUND_CASTER_2:
        case TARGET_ALL_PARTY:
            FillRaidOrPartyTargets(targetUnitMap, m_caster, radius, false, true, true);
            break;
        case TARGET_ALL_RAID_AROUND_CASTER:
            FillRaidOrPartyTargets(targetUnitMap, m_caster, radius, true, true, false);
            break;
        case TARGET_SINGLE_FRIEND:
        case TARGET_SINGLE_FRIEND_2:
            if (m_targets.getUnitTarget())
                targetUnitMap.push_back(m_targets.getUnitTarget());
            break;
        case TARGET_CASTER_COORDINATES:
        {
            // Check original caster is GO - set its coordinates as dst cast
            if (WorldObject *caster = GetCastingObject())
                m_targets.setDestination(caster->GetPositionX(), caster->GetPositionY(), caster->GetPositionZ());
            break;
        }
        case TARGET_ALL_HOSTILE_UNITS_AROUND_CASTER:
            FillAreaTargets(targetUnitMap, radius, PUSH_SELF_CENTER, SPELL_TARGETS_HOSTILE);
            break;
        case TARGET_ALL_FRIENDLY_UNITS_AROUND_CASTER:
            // selected friendly units (for casting objects) around casting object
            FillAreaTargets(targetUnitMap, radius, PUSH_SELF_CENTER, SPELL_TARGETS_FRIENDLY, GetCastingObject());
            break;
        case TARGET_ALL_FRIENDLY_UNITS_IN_AREA:
            FillAreaTargets(targetUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_FRIENDLY);
            break;
        // TARGET_SINGLE_PARTY means that the spells can only be casted on a party member and not on the caster (some seals, fire shield from imp, etc..)
        case TARGET_SINGLE_PARTY:
        {
            Unit *target = m_targets.getUnitTarget();
            // Those spells apparently can't be casted on the caster.
            if (target && target != m_caster)
            {
                // Can only be casted on group's members or its pets
                Group  *pGroup = nullptr;

                Unit* owner = m_caster->GetCharmerOrOwner();
                Unit *targetOwner = target->GetCharmerOrOwner();
                if (owner)
                {
                    if (owner->GetTypeId() == TYPEID_PLAYER)
                    {
                        if (target == owner)
                        {
                            targetUnitMap.push_back(target);
                            break;
                        }
                        pGroup = ((Player*)owner)->GetGroup();
                    }
                }
                else if (m_caster->GetTypeId() == TYPEID_PLAYER)
                {
                    if (targetOwner == m_caster && target->GetTypeId() == TYPEID_UNIT && ((Creature*)target)->IsPet())
                    {
                        targetUnitMap.push_back(target);
                        break;
                    }
                    pGroup = ((Player*)m_caster)->GetGroup();
                }

                if (pGroup)
                {
                    // Our target can also be a player's pet who's grouped with us or our pet. But can't be controlled player
                    if (targetOwner)
                    {
                        if (targetOwner->GetTypeId() == TYPEID_PLAYER &&
                                target->GetTypeId() == TYPEID_UNIT && (((Creature*)target)->IsPet()) &&
                                target->GetOwnerGuid() == targetOwner->GetObjectGuid() &&
                                pGroup->IsMember(((Player*)targetOwner)->GetObjectGuid()))
                            targetUnitMap.push_back(target);
                    }
                    // 1Our target can be a player who is on our group
                    else if (target->GetTypeId() == TYPEID_PLAYER && pGroup->IsMember(((Player*)target)->GetObjectGuid()))
                        targetUnitMap.push_back(target);
                }
            }
            break;
        }
        case TARGET_GAMEOBJECT:
            if (m_targets.getGOTarget())
                AddGOTarget(m_targets.getGOTarget(), effIndex);
            break;
        case TARGET_IN_FRONT_OF_CASTER:
        {
            SpellNotifyPushType pushType = PUSH_IN_FRONT;
            switch (m_spellInfo->SpellVisual)            // Some spell require a different target fill
            {
                case 3879:
                    pushType = PUSH_IN_BACK;
                    break;
                case 7441:
                    pushType = PUSH_IN_FRONT_15;
                    break;
            }
            FillAreaTargets(targetUnitMap, radius, pushType, SPELL_TARGETS_AOE_DAMAGE);
            break;
        }
        case TARGET_LARGE_FRONTAL_CONE:
        {
            switch (m_spellInfo->Id)
            {
            case 24820:
            case 24821:
            case 24822:
            case 24823:
            case 24835:
            case 24836:
            case 24837:
            case 24838:
            {
                UnitList tempTargetUnitMap;
                FillAreaTargets(tempTargetUnitMap, radius, PUSH_SELF_CENTER, SPELL_TARGETS_AOE_DAMAGE);

                for (UnitList::const_iterator itr = tempTargetUnitMap.begin(); itr != tempTargetUnitMap.end(); ++itr)
                {
                    float angle;
                    float arc;

                    switch (m_spellInfo->Id)
                    {
                    case 24820:
                        angle = 0.0f * M_PI_F / 4.0f;
                        arc = 2.0f * M_PI_F / 3.0f;
                        break;
                    case 24821:
                        angle = 1.0f * M_PI_F / 4.0f;
                        arc = 2.0f * M_PI_F / 3.0f;
                        break;
                    case 24822:
                        angle = 2.0f * M_PI_F / 4.0f;
                        arc = 2.0f * M_PI_F / 3.0f;
                        break;
                    case 24823:
                        angle = 3.0f * M_PI_F / 4.0f;
                        arc = 2.0f * M_PI_F / 3.0f;
                        break;
                    case 24835:
                        angle = -4.0f * M_PI_F / 4.0f;
                        arc = 2.0f * M_PI_F / 3.0f;
                        break;
                    case 24836:
                        angle = -3.0f * M_PI_F / 4.0f;
                        arc = 2.0f * M_PI_F / 3.0f;
                        break;
                    case 24837:
                        angle = -2.0f * M_PI_F / 4.0f;
                        arc = 2.0f * M_PI_F / 3.0f;
                        break;
                    case 24838:
                        angle = -1.0f * M_PI_F / 4.0f;
                        arc = 2.0f * M_PI_F / 3.0f;
                        break;
                    default:
                        angle = 0.0f;
                        arc = M_PI_F / 2.0f;
                        break;
                    }

                    if (m_caster->HasInArc(arc, *itr, angle))
                        targetUnitMap.push_back(*itr);                
                }

                break;
            }                
            default:
                FillAreaTargets(targetUnitMap, radius, PUSH_IN_FRONT_90, SPELL_TARGETS_AOE_DAMAGE);
                break;
            }

            break;
        }            
        case TARGET_NARROW_FRONTAL_CONE:
            FillAreaTargets(targetUnitMap, radius, PUSH_IN_FRONT_15, SPELL_TARGETS_AOE_DAMAGE);
            break;
        case TARGET_UNIT_TARGET_ANY:
        {
            Unit *target = m_targets.getUnitTarget();
            // This target should be checked depending on the effect
            // (check for PvP ON/OFF, ...)
            if (target)
                targetUnitMap.push_back(target);
            break;
        }
        case TARGET_GAMEOBJECT_ITEM:
            if (m_targets.getGOTargetGuid())
                AddGOTarget(m_targets.getGOTarget(), effIndex);
            else if (m_targets.getItemTarget())
                AddItemTarget(m_targets.getItemTarget(), effIndex);
            break;
        case TARGET_MASTER:
            if (Unit* owner = m_caster->GetCharmerOrOwner())
                targetUnitMap.push_back(owner);
            break;
        case TARGET_ALL_ENEMY_IN_AREA_CHANNELED:
            // targets the ground, not the units in the area
            if (m_spellInfo->Effect[effIndex] != SPELL_EFFECT_PERSISTENT_AREA_AURA)
                FillAreaTargets(targetUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_AOE_DAMAGE);
            break;
        case TARGET_AREAEFFECT_PARTY:
        {
            Unit* owner = m_caster->GetCharmerOrOwner();
            Player *pTarget = nullptr;

            if (owner)
            {
                targetUnitMap.push_back(m_caster);
                if (owner->GetTypeId() == TYPEID_PLAYER)
                    pTarget = (Player*)owner;
            }
            else if (m_caster->GetTypeId() == TYPEID_PLAYER)
            {
                if (Unit* target = m_targets.getUnitTarget())
                {
                    if (target->GetTypeId() != TYPEID_PLAYER)
                    {
                        if (((Creature*)target)->IsPet())
                        {
                            Unit *targetOwner = target->GetOwner();
                            if (targetOwner->GetTypeId() == TYPEID_PLAYER)
                                pTarget = (Player*)targetOwner;
                        }
                    }
                    else
                        pTarget = (Player*)target;
                }
            }

            Group* pGroup = pTarget ? pTarget->GetGroup() : NULL;

            if (pGroup)
            {
                uint8 subgroup = pTarget->GetSubGroup();

                for (GroupReference *itr = pGroup->GetFirstMember(); itr != nullptr; itr = itr->next())
                {
                    Player* target = itr->getSource();

                    // IsHostileTo check duel and controlled by enemy
                    if (target && target->GetSubGroup() == subgroup && target->getLevel() + 10 >= m_spellInfo->spellLevel && !m_caster->IsHostileTo(target))
                    {
                        if (pTarget->IsWithinDistInMap(target, radius))
                            targetUnitMap.push_back(target);

                        if (Pet* pet = target->GetPet())
                            if (pTarget->IsWithinDistInMap(pet, radius))
                                targetUnitMap.push_back(pet);
                    }
                }
            }
            else if (owner)
            {
                if (m_caster->IsWithinDistInMap(owner, radius))
                    targetUnitMap.push_back(owner);
            }
            else if (pTarget)
            {
                targetUnitMap.push_back(pTarget);

                if (Pet* pet = pTarget->GetPet())
                    if (m_caster->IsWithinDistInMap(pet, radius))
                        targetUnitMap.push_back(pet);
            }
            break;
        }
        case TARGET_SCRIPT:
        {
            if (m_targets.getUnitTarget())
                targetUnitMap.push_back(m_targets.getUnitTarget());
            if (m_targets.getItemTarget())
                AddItemTarget(m_targets.getItemTarget(), effIndex);
            break;
        }
        case TARGET_SELF_FISHING:
            targetUnitMap.push_back(m_caster);
            break;
        case TARGET_CHAIN_HEAL:
        {
            Unit* pUnitTarget = m_targets.getUnitTarget();
            if (!pUnitTarget)
                break;

            if (EffectChainTarget <= 1)
                targetUnitMap.push_back(pUnitTarget);
            else
            {
                unMaxTargets = EffectChainTarget;
                float max_range = radius + unMaxTargets * CHAIN_SPELL_JUMP_RADIUS;

                UnitList tempTargetUnitMap;

                FillAreaTargets(tempTargetUnitMap, max_range, PUSH_SELF_CENTER, SPELL_TARGETS_FRIENDLY);

                if (m_caster != pUnitTarget && std::find(tempTargetUnitMap.begin(), tempTargetUnitMap.end(), m_caster) == tempTargetUnitMap.end())
                    tempTargetUnitMap.push_front(m_caster);

                tempTargetUnitMap.sort(TargetDistanceOrderNear(pUnitTarget));

                if (tempTargetUnitMap.empty())
                    break;

                if (*tempTargetUnitMap.begin() == pUnitTarget)
                    tempTargetUnitMap.erase(tempTargetUnitMap.begin());

                targetUnitMap.push_back(pUnitTarget);
                uint32 t = unMaxTargets - 1;
                Unit *prev = pUnitTarget;
                auto next = tempTargetUnitMap.begin();

                while (t && next != tempTargetUnitMap.end())
                {
                    if (!prev->IsWithinDist(*next, CHAIN_SPELL_JUMP_RADIUS))
                        break;

                    if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_IGNORE_LOS) && !prev->IsWithinLOSInMap(*next))
                    {
                        ++next;
                        continue;
                    }

                    if ((*next)->GetHealth() == (*next)->GetMaxHealth())
                    {
                        next = tempTargetUnitMap.erase(next);
                        continue;
                    }

                    prev = *next;
                    targetUnitMap.push_back(prev);
                    tempTargetUnitMap.erase(next);
                    tempTargetUnitMap.sort(TargetDistanceOrderNear(prev));
                    next = tempTargetUnitMap.begin();

                    --t;
                }
            }
            break;
        }
        case TARGET_CURRENT_ENEMY_COORDINATES:
        {
            Unit* currentTarget = m_targets.getUnitTarget();
            if (currentTarget)
            {
                targetUnitMap.push_back(currentTarget);
                if (m_spellInfo->Id != 18392)   // Onyxia's Fireball - without a destination the spell uses its original spell visuals
                    m_targets.setDestination(currentTarget->GetPositionX(), currentTarget->GetPositionY(), currentTarget->GetPositionZ());
            }
            break;
        }
        case TARGET_AREAEFFECT_PARTY_AND_CLASS:
        {
            Player* targetPlayer = m_targets.getUnitTarget() && m_targets.getUnitTarget()->GetTypeId() == TYPEID_PLAYER
                                   ? (Player*)m_targets.getUnitTarget() : NULL;

            Group* pGroup = targetPlayer ? targetPlayer->GetGroup() : NULL;
            if (pGroup)
            {
                for (GroupReference *itr = pGroup->GetFirstMember(); itr != nullptr; itr = itr->next())
                {
                    Player* Target = itr->getSource();

                    // IsHostileTo check duel and controlled by enemy
                    if (Target && targetPlayer->IsWithinDistInMap(Target, radius) &&
                            targetPlayer->getClass() == Target->getClass() &&
                            !m_caster->IsHostileTo(Target))
                        targetUnitMap.push_back(Target);
                }
            }
            else if (m_targets.getUnitTarget())
                targetUnitMap.push_back(m_targets.getUnitTarget());
            break;
        }
        case TARGET_TABLE_X_Y_Z_COORDINATES:
        {
            SpellTargetPosition const* st = sSpellMgr.GetSpellTargetPosition(m_spellInfo->Id);
            if (st)
            {
                // teleportspells are handled in another way
                if (m_spellInfo->Effect[effIndex] == SPELL_EFFECT_TELEPORT_UNITS)
                    break;
                if (st->target_mapId == m_caster->GetMapId())
                    m_targets.setDestination(st->target_X, st->target_Y, st->target_Z);
                else
                    sLog.outError("SPELL: wrong map (%u instead %u) target coordinates for spell ID %u", st->target_mapId, m_caster->GetMapId(), m_spellInfo->Id);
            }
            else
                sLog.outError("SPELL: unknown target coordinates for spell ID %u", m_spellInfo->Id);
            break;
        }
        case TARGET_DYNAMIC_OBJECT_FRONT:
        case TARGET_DYNAMIC_OBJECT_BEHIND:
        case TARGET_DYNAMIC_OBJECT_LEFT_SIDE:
        case TARGET_DYNAMIC_OBJECT_RIGHT_SIDE:
        case TARGET_MINION:
        {     
            if (targetMode == TARGET_MINION && m_spellInfo->Effect[effIndex] == SPELL_EFFECT_DUEL)
                break;
        
            if (!(m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION))
            {
                // General override, we don't want to use max spell range here.
                // Note: 0.0 radius is also for index 36. It is possible that 36 must be defined as
                // "at the base of", in difference to 0 which appear to be "directly in front of".
                // TODO: some summoned will make caster be half inside summoned object. Need to fix
                // that in the below code (nearpoint vs closepoint, etc).
                if (m_spellInfo->EffectRadiusIndex[effIndex] == 0)
                    radius = 0.0f;

                float angle = m_caster->GetOrientation();
                switch (targetMode)
                {
                    case TARGET_MINION:
                    case TARGET_DYNAMIC_OBJECT_FRONT:
                        break;
                    case TARGET_DYNAMIC_OBJECT_BEHIND:
                        angle += M_PI_F;
                        break;
                    case TARGET_DYNAMIC_OBJECT_LEFT_SIDE:
                        angle += M_PI_F / 2;
                        break;
                    case TARGET_DYNAMIC_OBJECT_RIGHT_SIDE:
                        angle -= M_PI_F / 2;
                        break;
                }

                float x, y, z;
                m_caster->GetNearPoint(m_caster, x, y, z, 0.0f, radius, angle);
                m_targets.setDestination(x, y, z);
            }                

            targetUnitMap.push_back(m_caster);
            break;
        }
        case TARGET_EFFECT_SELECT:
        {
            // add here custom effects that need default target.
            // FOR EVERY TARGET TYPE THERE IS A DIFFERENT FILL!!
            switch (m_spellInfo->Effect[effIndex])
            {
                case SPELL_EFFECT_DUMMY:
                {
                    switch (m_spellInfo->Id)
                    {
                        case 20577:                         // Cannibalize
                        {
                            WorldObject* result = FindCorpseUsing<MaNGOS::CannibalizeObjectCheck> ();

                            if (result)
                            {
                                switch (result->GetTypeId())
                                {
                                    case TYPEID_UNIT:
                                    case TYPEID_PLAYER:
                                        targetUnitMap.push_back((Unit*)result);
                                        break;
                                    case TYPEID_CORPSE:
                                        m_targets.setCorpseTarget((Corpse*)result);
                                        break;
                                }
                            }
                            else
                            {
                                // clear cooldown at fail
                                if (m_caster->GetTypeId() == TYPEID_PLAYER)
                                    ((Player*)m_caster)->RemoveSpellCooldown(m_spellInfo->Id, true);
                                SendCastResult(SPELL_FAILED_NO_EDIBLE_CORPSES);
                                finish(false);
                            }
                            break;
                        }
                        default:
                            if (m_targets.getUnitTarget())
                                targetUnitMap.push_back(m_targets.getUnitTarget());
                            break;
                    }
                    // Add AoE target-mask to self, if no target-dest provided already
                    if ((m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION) == 0)
                        m_targets.setDestination(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ());
                    break;
                }
                case SPELL_EFFECT_BIND:
                case SPELL_EFFECT_RESURRECT:
                case SPELL_EFFECT_PARRY:
                case SPELL_EFFECT_BLOCK:
                case SPELL_EFFECT_CREATE_ITEM:
                case SPELL_EFFECT_TRIGGER_SPELL:
                case SPELL_EFFECT_TRIGGER_MISSILE:
                case SPELL_EFFECT_LEARN_SPELL:
                case SPELL_EFFECT_SKILL_STEP:
                case SPELL_EFFECT_PROFICIENCY:
                case SPELL_EFFECT_SUMMON_POSSESSED:
                case SPELL_EFFECT_SUMMON_OBJECT_WILD:
                case SPELL_EFFECT_SELF_RESURRECT:
                case SPELL_EFFECT_REPUTATION:
                case SPELL_EFFECT_ADD_HONOR:
                case SPELL_EFFECT_SEND_TAXI:
                    if (m_targets.getUnitTarget())
                        targetUnitMap.push_back(m_targets.getUnitTarget());
                    // Triggered spells have additional spell targets - cast them even if no explicit unit target is given (required for spell 50516 for example)
                    else if (m_spellInfo->Effect[effIndex] == SPELL_EFFECT_TRIGGER_SPELL)
                        targetUnitMap.push_back(m_caster);
                    break;
                case SPELL_EFFECT_SUMMON_PLAYER:
                    if (m_caster->GetTypeId() == TYPEID_PLAYER && ((Player*)m_caster)->GetSelectionGuid())
                        if (Player* target = sObjectMgr.GetPlayer(((Player*)m_caster)->GetSelectionGuid()))
                            targetUnitMap.push_back(target);
                    break;
                case SPELL_EFFECT_RESURRECT_NEW:
                    if (m_targets.getUnitTarget())
                        targetUnitMap.push_back(m_targets.getUnitTarget());
                    if (m_targets.getCorpseTargetGuid())
                    {
                        if (Corpse *corpse = m_caster->GetMap()->GetCorpse(m_targets.getCorpseTargetGuid()))
                            if (Player* owner = ObjectAccessor::FindPlayer(corpse->GetOwnerGuid()))
                                targetUnitMap.push_back(owner);
                    }
                    break;
                case SPELL_EFFECT_SUMMON:
                    /*[-ZERO]  if (m_spellInfo->EffectMiscValueB[effIndex] == SUMMON_TYPE_POSESSED ||
                          m_spellInfo->EffectMiscValueB[effIndex] == SUMMON_TYPE_POSESSED2)
                      {
                          if(m_targets.getUnitTarget())
                              targetUnitMap.push_back(m_targets.getUnitTarget());
                      }
                      else */
                    targetUnitMap.push_back(m_caster);
                    break;
                case SPELL_EFFECT_SUMMON_CHANGE_ITEM:
                case SPELL_EFFECT_SUMMON_WILD:
                case SPELL_EFFECT_SUMMON_GUARDIAN:
                case SPELL_EFFECT_TRANS_DOOR:
                case SPELL_EFFECT_ADD_FARSIGHT:
                case SPELL_EFFECT_STUCK:
                case SPELL_EFFECT_DESTROY_ALL_TOTEMS:
                case SPELL_EFFECT_SUMMON_DEMON:
                case SPELL_EFFECT_SKILL:
                    targetUnitMap.push_back(m_caster);
                    break;
                case SPELL_EFFECT_PERSISTENT_AREA_AURA:
                    if (Unit* currentTarget = m_targets.getUnitTarget())
                        m_targets.setDestination(currentTarget->GetPositionX(), currentTarget->GetPositionY(), currentTarget->GetPositionZ());
                    break;
                case SPELL_EFFECT_LEARN_PET_SPELL:
                    if (Pet* pet = m_caster->GetPet())
                        targetUnitMap.push_back(pet);
                    break;
                case SPELL_EFFECT_ENCHANT_ITEM:
                case SPELL_EFFECT_ENCHANT_ITEM_TEMPORARY:
                case SPELL_EFFECT_DISENCHANT:
                case SPELL_EFFECT_FEED_PET:
                    if (m_targets.getItemTarget())
                        AddItemTarget(m_targets.getItemTarget(), effIndex);
                    break;
                case SPELL_EFFECT_APPLY_AURA:
                    switch (m_spellInfo->EffectApplyAuraName[effIndex])
                    {
                        case SPELL_AURA_ADD_FLAT_MODIFIER:  // some spell mods auras have 0 target modes instead expected TARGET_SELF(1) (and present for other ranks for same spell for example)
                        case SPELL_AURA_ADD_PCT_MODIFIER:
                            targetUnitMap.push_back(m_caster);
                            break;
                        default:                            // apply to target in other case
                            if (m_targets.getUnitTarget())
                                targetUnitMap.push_back(m_targets.getUnitTarget());
                            break;
                    }
                    break;
                case SPELL_EFFECT_APPLY_AREA_AURA_PARTY:
                    // AreaAura
                    if (m_spellInfo->Attributes == 0x9050000 || m_spellInfo->Attributes == 0x10000)
                        SetTargetMap(effIndex, TARGET_AREAEFFECT_PARTY, targetUnitMap);
                    break;
                case SPELL_EFFECT_SKIN_PLAYER_CORPSE:
                    if (m_targets.getUnitTarget())
                        targetUnitMap.push_back(m_targets.getUnitTarget());
                    else if (m_targets.getCorpseTargetGuid())
                    {
                        if (Corpse *corpse = m_caster->GetMap()->GetCorpse(m_targets.getCorpseTargetGuid()))
                            if (Player* owner = ObjectAccessor::FindPlayer(corpse->GetOwnerGuid()))
                                targetUnitMap.push_back(owner);
                    }
                    break;
                case SPELL_EFFECT_TELEPORT_UNITS_FACE_CASTER:
                    if (!(m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION))
                        m_targets.setDestination(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ());
                    break;
                default:
                    break;
            }
            break;
        }
        case TARGET_DEST_CASTER_FRONT_LEAP:
        {
            Unit* pUnitTarget = m_targets.getUnitTarget();
            
            if (!pUnitTarget)
                break;
            
            float dis = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[effIndex]));
            float x, y, z;
            float srcX, srcY, srcZ;
            float zSearchDist = 20.0f; // Falling case
            float ground = 0.0f;
            pUnitTarget->GetSafePosition(x, y, z);
            pUnitTarget->GetSafePosition(srcX, srcY, srcZ);
            float waterLevel = pUnitTarget->GetTerrain()->GetWaterLevel(x, y, z, &ground);
            x += dis * cos(pUnitTarget->GetOrientation());
            y += dis * sin(pUnitTarget->GetOrientation());
            // Underwater blink case
            if (waterLevel != VMAP_INVALID_HEIGHT_VALUE && waterLevel > ground)
            {
                if (z < ground)
                    z = ground;
                // If blinking up to the surface, limit z position (do not teleport out of water)
                if (z > waterLevel && (z - srcZ) > 1.0f)
                {
                    float t = (waterLevel - srcZ) / (z - srcZ);
                    x = (x - srcX) * t + srcX;
                    y = (y - srcY) * t + srcY;
                    z = waterLevel;
                }
                pUnitTarget->GetMap()->GetLosHitPosition(srcX, srcY, srcZ, x, y, z, -0.5f);
                ground = pUnitTarget->GetMap()->GetHeight(x, y, z);
                if (ground < z)
                {
                    m_targets.setDestination(x, y, z);
                    break;
                }
                // If we are leaving water, rather use pathfinding, but increase z-range position research.
                zSearchDist = 20.0f;
            }
            if (!pUnitTarget->GetMap()->GetWalkHitPosition(pUnitTarget->GetTransport(), srcX, srcY, srcZ, x, y, z, NAV_GROUND | NAV_WATER, zSearchDist, false))
            {
                x = srcX;
                y = srcY;
                z = srcZ;
            }
             
            m_targets.setDestination(x, y, z);
        }
        default:
            //sLog.outError( "SPELL: Unknown implicit target (%u) for spell ID %u", targetMode, m_spellInfo->Id );
            break;
    }

    if (unMaxTargets && targetUnitMap.size() > unMaxTargets)
    {
        // make sure one unit is always removed per iteration
        uint32 removed_utarget = 0;
        for (UnitList::iterator itr = targetUnitMap.begin(), next; itr != targetUnitMap.end(); itr = next)
        {
            next = itr;
            ++next;
            if (!*itr) continue;
            if ((*itr) == m_targets.getUnitTarget())
            {
                targetUnitMap.erase(itr);
                removed_utarget = 1;
                //        break;
            }
        }
        // remove random units from the map
        while (targetUnitMap.size() > unMaxTargets - removed_utarget)
        {
            uint32 poz = urand(0, targetUnitMap.size() - 1);
            for (auto itr = targetUnitMap.begin(); itr != targetUnitMap.end(); ++itr, --poz)
            {
                if (!*itr) continue;

                if (!poz)
                {
                    targetUnitMap.erase(itr);
                    break;
                }
            }
        }
        // the player's target will always be added to the map
        if (removed_utarget && m_targets.getUnitTarget())
            targetUnitMap.push_back(m_targets.getUnitTarget());
    }
}

bool IsAcceptableAutorepeatError(SpellCastResult result)
{
    switch (result)
    {
        case SPELL_FAILED_MOVING:   // Let's toggle auto attack while moving
        case SPELL_CAST_OK:
            return true;
    }
    return false;
}

void Spell::prepare(SpellCastTargets const* targets, Aura* triggeredByAura)
{
    m_targets = *targets;

    m_spellState = SPELL_STATE_PREPARING;
    m_delayed = m_spellInfo->speed > 0.0f || (m_spellInfo->IsCCSpell() && m_targets.getUnitTarget() && m_targets.getUnitTarget()->IsPlayer());

    if (m_caster->GetTransport())
    {
        m_castPositionX = m_caster->GetTransOffsetX();
        m_castPositionY = m_caster->GetTransOffsetY();
        m_castPositionZ = m_caster->GetTransOffsetZ();
        m_castOrientation = m_caster->GetTransOffsetO();
    }
    else
    {
        m_castPositionX = m_caster->GetPositionX();
        m_castPositionY = m_caster->GetPositionY();
        m_castPositionZ = m_caster->GetPositionZ();
        m_castOrientation = m_caster->GetOrientation();
    }

    if (triggeredByAura)
        m_triggeredByAuraSpell  = triggeredByAura->GetSpellProto();

    try
    {
        // create and add update event for this spell
        SpellEvent* Event = new SpellEvent(this);
        m_caster->m_Events.AddEvent(Event, m_caster->m_Events.CalculateTime(1));

        //Prevent casting at cast another spell (ServerSide check)
        if (!m_IsTriggeredSpell && m_caster->IsNonMeleeSpellCasted(false, true, true))
        {
            if (!m_originalCasterGUID.IsGameObject())
            {
                SendCastResult(SPELL_FAILED_SPELL_IN_PROGRESS);
                finish(false);
                return;
            }
        }
        if (sObjectMgr.IsSpellDisabled(m_spellInfo->Id))
        {
            SendCastResult(SPELL_FAILED_SPELL_UNAVAILABLE);
            finish(false);
            return;
        }

        // Fill cost data
        m_powerCost = CalculatePowerCost(m_spellInfo, m_caster, this, m_CastItem);

        if (Player* pPlayerCaster = m_caster->ToPlayer())
            if (pPlayerCaster->HasOption(PLAYER_CHEAT_NO_POWER))
                m_powerCost = 0;

        SpellCastResult result = CheckCast(true);
        Unit* pTarget = m_targets.getUnitTarget();
        if (result != SPELL_CAST_OK || (IsAutoRepeat() && m_caster == pTarget))
        {
            if (!IsAutoRepeat() || !IsAcceptableAutorepeatError(result))
            {
                DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u failed for reason 0x%x (target %u)", m_spellInfo->Id, result, pTarget ? pTarget->GetGUIDLow() : 0);
                if (triggeredByAura && !triggeredByAura->GetHolder()->IsPassive())
                {
                    SendChannelUpdate(0);
                    triggeredByAura->GetHolder()->SetAuraDuration(0);
                }
                SendCastResult(result);
                finish(false);
                return;
            }
        }

        // Prepare data for triggers
        prepareDataForTriggerSystem();

        // calculate cast time (calculated after first CheckCast check to prevent charge counting for first CheckCast fail)
        m_casttime = GetSpellCastTime(m_spellInfo, this);

        if (Player* pPlayerCaster = m_caster->ToPlayer())
            if (pPlayerCaster->HasOption(PLAYER_CHEAT_NO_CAST_TIME))
                m_casttime = 0;

        m_duration = CalculateSpellDuration(m_spellInfo, m_caster);

        // set timer base at cast time
        ReSetTimer();

        // Si m_timer=0, le cast a lieu au prochain tic, et c'est la qu'il faut retirer
        // ou non les auras d'invisibilite
        if (m_timer)
            RemoveStealthAuras();

        OnSpellLaunch();

        bool channeled = IsChanneledSpell(m_spellInfo);

        // [Nostalrius] Stop pets casting channeled spells ! (succubus seduce ...)
        if (m_timer && channeled)
            if (m_caster->IsPet())
                m_caster->StopMoving();

        // add non-triggered (with cast time and without)
        if (!m_IsTriggeredSpell || channeled)
            m_caster->SetCurrentCastedSpell(this);

        if (!m_IsTriggeredSpell)
        {
            // will show cast bar
            SendSpellStart();
            TriggerGlobalCooldown();
            // Cast on self -> execute NOW
            //if (!m_timer && m_caster->IsPlayer() && !m_targets.m_targetMask && !IsAreaOfEffectSpell(m_spellInfo))
            //    cast(true);
        }
        // execute triggered without cast time explicitly in call point
        else if (m_timer == 0)
            cast(true);

        // else triggered with cast time will execute execute at next tick or later
        // without adding to cast type slot
        // will not show cast bar but will show effects at casting time etc
    }
    catch (std::runtime_error &e)
    {
        sLog.nostalrius("[Spell/Crash] 'prepare()' [%u:%s:%u:{%f:%f:%f}]", m_spellInfo->Id, m_caster->GetName(), m_caster->GetGUIDLow(), m_castPositionX, m_castPositionY, m_castPositionZ);
        sLog.nostalrius(e.what());
        finish(false);
        return;
    }
}

void Spell::cancel()
{
    if (m_spellState == SPELL_STATE_FINISHED)
        return;

    // channeled spells don't display interrupted message even if they are interrupted, possible other cases with no "Interrupted" message
    bool sendInterrupt = IsChanneledSpell(m_spellInfo) ? false : true;

    m_autoRepeat = false;
    switch (m_spellState)
    {
        case SPELL_STATE_PREPARING:
            CancelGlobalCooldown();
            if (m_caster->GetTypeId() == TYPEID_PLAYER)
                m_caster->ToPlayer()->RestoreSpellMods(this);
        //(no break)
        case SPELL_STATE_DELAYED:
        {
            SendInterrupted(0);
            if (sendInterrupt && !GetDelayStart())
                SendCastResult(SPELL_FAILED_INTERRUPTED);
        }
        break;

        case SPELL_STATE_CASTING:
        {
            for (TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
            {
                if (ihit->deleted)
                    continue;
                if (ihit->missCondition == SPELL_MISS_NONE)
                {
                    Unit* unit = m_caster->GetObjectGuid() == (*ihit).targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
                    if (unit && unit->isAlive())
                        unit->RemoveAurasByCasterSpell(m_spellInfo->Id, m_caster->GetObjectGuid());
                }
            }

            SendChannelUpdate(0);
            SendInterrupted(0);

            // spell is canceled-take mods and clear list
            if (m_caster->GetTypeId() == TYPEID_PLAYER)
                m_caster->ToPlayer()->RemoveSpellMods(this);
            if (sendInterrupt)
                SendCastResult(SPELL_FAILED_INTERRUPTED);
        }
        break;

        default:
        {
        } break;
    }

    finish(false);
    m_caster->RemoveDynObject(m_spellInfo->Id);
    m_caster->RemoveGameObject(m_spellInfo->Id, true);
}

void Spell::cast(bool skipCheck)
{
    if (m_spellInfo->Id <= 0 || m_spellInfo->Id > MAX_SPELL_ID)
        return;

    SpellEntry const* spellInfo = sSpellMgr.GetSpellEntry(m_spellInfo->Id);
    if (!spellInfo)
        return;

    SetExecutedCurrently(true);

    if (!m_caster->CheckAndIncreaseCastCounter())
    {
        if (m_triggeredByAuraSpell)
            sLog.outError("Spell %u triggered by aura spell %u too deep in cast chain for cast. Cast not allowed for prevent overflow stack crash.", m_spellInfo->Id, m_triggeredByAuraSpell->Id);
        else
            sLog.outError("Spell %u too deep in cast chain for cast. Cast not allowed for prevent overflow stack crash.", m_spellInfo->Id);

        SendInterrupted(2);
        SendCastResult(SPELL_FAILED_ERROR);
        finish(false);
        SetExecutedCurrently(false);
        return;
    }

    // update pointers base at GUIDs to prevent access to already nonexistent object
    UpdatePointers();

    // cancel at lost main target unit
    if (!m_targets.getUnitTarget() && m_targets.getUnitTargetGuid() && m_targets.getUnitTargetGuid() != m_caster->GetObjectGuid())
    {
        SendInterrupted(2);
        cancel();
        m_caster->DecreaseCastCounter();
        SetExecutedCurrently(false);
        return;
    }

    // Ivina <Nostalrius> : Added the case when caster is charmed and not controlled.
    if ((m_caster->GetTypeId() != TYPEID_PLAYER) || ((m_caster->GetCharmerGuid()) && (!m_caster->hasUnitState(UNIT_STAT_CONTROLLED))))
    {
        if (m_targets.getUnitTarget() && m_targets.getUnitTarget() != m_caster)
            m_caster->SetInFront(m_targets.getUnitTarget());
    }

    SpellCastResult castResult = SPELL_CAST_OK;
    if (!skipCheck)
    {
        // Nostalrius - compute power cost once again at cast finished
        // (in case of mana reduction buff proc while casting)
        m_powerCost = CalculatePowerCost(m_spellInfo, m_caster, this, m_CastItem);
        castResult = CheckPower();
        if (castResult != SPELL_CAST_OK)
        {
            SendInterrupted(2);
            SendCastResult(castResult);
            //restore spell mods
            if (m_caster->GetTypeId() == TYPEID_PLAYER)
                m_caster->ToPlayer()->RestoreSpellMods(this);
            finish(false);
            m_caster->DecreaseCastCounter();
            SetExecutedCurrently(false);
            return;
        }

        // triggered cast called from Spell::prepare where it was already checked
        castResult = CheckCast(false);
        if (castResult != SPELL_CAST_OK)
        {
            SendInterrupted(2);
            SendCastResult(castResult);
            finish(false);
            m_caster->DecreaseCastCounter();
            SetExecutedCurrently(false);
            //restore spell mods
            if (m_caster->GetTypeId() == TYPEID_PLAYER)
                m_caster->ToPlayer()->RestoreSpellMods(this);
            return;
        }
    }

    m_caster->SetLastCastedSpell(m_spellInfo->Id, m_isClientStarted);

    // different triggred (for caster) and precast (casted before apply effect to target) cases
    switch (m_spellInfo->SpellFamilyName)
    {
        case SPELLFAMILY_GENERIC:
        {
            // Bandages
            if (m_spellInfo->Mechanic == MECHANIC_BANDAGE)
                AddPrecastSpell(11196);                     // Recently Bandaged

            // Divine Shield, Divine Protection (Blessing of Protection in paladin switch case)
            else if (m_spellInfo->Mechanic == MECHANIC_INVULNERABILITY)
                AddPrecastSpell(25771);                     // Forbearance

            switch (m_spellInfo->Id)
            {
                case 26374: // Elune's Candle
                {
                    static const uint32 OmenSpells[] = { 26622, 26623, 26624, 26625, 26649 };

                    uint32 spell = 26636;

                    Unit* target = m_targets.getUnitTarget();

                    if (target && target->ToUnit())
                    {
                        if (target->GetEntry() == 15467)
                            spell = OmenSpells[urand(0, 4)];

                        if (target->GetEntry() == 15466)
                            spell = 26624;
                    }

                    m_caster->CastSpell(target, spell, true);
                }
                break;
            }

            break;
        }
        case SPELLFAMILY_WARRIOR:
            break;
        case SPELLFAMILY_PRIEST:
        {
            // Power Word: Shield
            // Nostalrius : Ivina : removed 27779 from cases = priest T0/T0.5 shield proc.
            if (m_spellInfo->IsFitToFamily<SPELLFAMILY_PRIEST, CF_PRIEST_POWER_WORD_SHIELD>() && (m_spellInfo->Id != 27779))
                AddPrecastSpell(6788);                      // Weakened Soul

            switch (m_spellInfo->Id)
            {
                case 15237:
                    AddTriggeredSpell(23455);
                    break;// Holy Nova, rank 1
                case 15430:
                    AddTriggeredSpell(23458);
                    break;// Holy Nova, rank 2
                case 15431:
                    AddTriggeredSpell(23459);
                    break;// Holy Nova, rank 3
                case 27799:
                    AddTriggeredSpell(27803);
                    break;// Holy Nova, rank 4
                case 27800:
                    AddTriggeredSpell(27804);
                    break;// Holy Nova, rank 5
                case 27801:
                    AddTriggeredSpell(27805);
                    break;// Holy Nova, rank 6
                default:
                    break;
            }
            break;
        }
        case SPELLFAMILY_PALADIN:
        {
            // Blessing of Protection (Divine Shield, Divine Protection in generic switch case)
            if (m_spellInfo->Mechanic == MECHANIC_INVULNERABILITY && m_spellInfo->Id != 25771)
                AddPrecastSpell(25771);                     // Forbearance
            break;
        }
        default:
            break;
    }

    // traded items have trade slot instead of guid in m_itemTargetGUID
    // set to real guid to be sent later to the client
    m_targets.updateTradeSlotItem();

    FillTargetMap();
    if (IsChanneledSpell(m_spellInfo))
        HandleAddTargetTriggerAuras();

    if (m_spellState == SPELL_STATE_FINISHED)                // stop cast if spell marked as finish somewhere in FillTargetMap
    {
        m_caster->DecreaseCastCounter();
        SetExecutedCurrently(false);
        if (m_caster->GetTypeId() == TYPEID_PLAYER)
            m_caster->ToPlayer()->RestoreSpellMods(this);
        return;
    }

    // CAST SPELL
    SendSpellCooldown();

    TakePower();
    TakeReagents();                                         // we must remove reagents before HandleEffects to allow place crafted item in same slot
    TakeAmmo();

    SendCastResult(castResult);
    InitializeDamageMultipliers();

    // AoE case. Trigger spells for caster now.
    if (m_procAttacker & (PROC_FLAG_SUCCESSFUL_POSITIVE_AOE_HIT | PROC_FLAG_SUCCESSFUL_AOE_SPELL_HIT) && m_canTrigger)
    {
        uint32 procAttacker = 0;
        // Blizzard case. Should trigger at launch for clearcast.
        if (m_spellInfo->IsFitToFamily<SPELLFAMILY_MAGE, CF_MAGE_BLIZZARD, CF_MAGE_MISC_FROST>())
            procAttacker = m_procAttacker;
        else
            procAttacker = (m_procAttacker & PROC_FLAG_ON_TRAP_ACTIVATION);
        uint32 procAttackerFlags = procAttacker;
        if (!IsTriggered())
            procAttackerFlags |= PROC_FLAG_SUCCESSFUL_SPELL_CAST | PROC_FLAG_SUCCESSFUL_AOE;
        m_caster->ProcDamageAndSpell(nullptr, procAttackerFlags, PROC_FLAG_NONE, PROC_EX_NORMAL_HIT, 1, m_attackType, m_spellInfo, this);
    }

    // Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
    if (m_delayed)
    {
        SendSpellGo();                                          // we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()...
        // Remove used for cast item if need (it can be already NULL after TakeReagents call
        // in case delayed spell remove item at cast delay start
        TakeCastItem();

        // fill initial spell damage from caster for delayed casted spells
        for (TargetList::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
            HandleDelayedSpellLaunch(&(*ihit));

        // Okay, maps created, now prepare flags
        m_immediateHandled = false;
        m_spellState = SPELL_STATE_DELAYED;
        SetDelayStart(0);
    }
    else
    {
        // Immediate spell, no big deal
        try
        {
            handle_immediate();
        }
        catch (std::runtime_error &e)
        {
            sLog.nostalrius("[Spell/Crash] 'handle_immediate()' [%u:%s:%u:%u]", m_spellInfo->Id, m_caster->GetName(), m_caster->GetGUIDLow(), m_caster->GetMapId());
            sLog.nostalrius(e.what());
            SetExecutedCurrently(false);
            return;
        }
    }

    m_caster->DecreaseCastCounter();
    SetExecutedCurrently(false);
}

void Spell::handle_immediate()
{
    bool sendGoBefore = true;
    if (IsSpellHaveEffect(m_spellInfo, SPELL_EFFECT_INSTAKILL))
        sendGoBefore = false;
    if (sendGoBefore)
        SendSpellGo();
    // process immediate effects (items, ground, etc.) also initialize some variables
    _handle_immediate_phase();

    // start channeling if applicable (after _handle_immediate_phase for get persistent effect dynamic object for channel target
    if (IsChanneledSpell(m_spellInfo) && m_duration)
    {
        m_spellState = SPELL_STATE_CASTING;
        SendChannelStart(m_duration);
        if (m_caster->GetTypeId() == TYPEID_PLAYER)
            m_caster->ToPlayer()->RemoveSpellMods(this);
    }

    m_targetNum = 0;
    for (auto ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
    {
        if (m_destroyed == true || ihit == m_UniqueTargetInfo.end() || m_UniqueTargetInfo.size() == 0)
            break;

        if (ihit->deleted == true)
            continue;

        ++m_targetNum;
        DoAllEffectOnTarget(&(*ihit));
    }

    for (auto ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
    {
        if (m_destroyed == true || ihit == m_UniqueGOTargetInfo.end() || m_UniqueGOTargetInfo.size() == 0)
            break;

        if (ihit->deleted == true)
            continue;

        DoAllEffectOnTarget(&(*ihit));
    }
    // Effets sur le corps.
    if (m_targets.getCorpseTargetGuid())
        if (corpseTarget = m_caster->GetMap()->GetCorpse(m_targets.getCorpseTargetGuid()))
            for (int i = 0; i < 3; ++i)
                HandleEffects(nullptr, nullptr, nullptr, SpellEffectIndex(i));
    // spell is finished, perform some last features of the spell here
    _handle_finish_phase();

    SendSpellCooldown();

    // Nostalrius: Send spell_go once effects are done (fix visual bug with EFFECT_INSTAKILL for example: 11504)
    if (!sendGoBefore)
        SendSpellGo();                                          // we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()...
    // Remove used for cast item if need (it can be already NULL after TakeReagents call
    TakeCastItem();

    if (m_spellState != SPELL_STATE_CASTING)
        finish(true);                                       // successfully finish spell cast (not last in case autorepeat or channel spell)
}

uint64 Spell::handle_delayed(uint64 t_offset)
{
    uint64 next_time = 0;

    if (!m_immediateHandled)
    {
        _handle_immediate_phase();
        m_immediateHandled = true;
    }

    m_targetNum = 0;
    // now recheck units targeting correctness (need before any effects apply to prevent adding immunity at first effect not allow apply second spell effect and similar cases)
    for (auto ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
    {
        if (!ihit->processed)
        {
            if (ihit->timeDelay <= t_offset)
            {
                ++m_targetNum;
                CheckAtDelay(&(*ihit));
                DoAllEffectOnTarget(&(*ihit));
            }
            else if (next_time == 0 || ihit->timeDelay < next_time)
                next_time = ihit->timeDelay;
        }
    }

    // now recheck gameobject targeting correctness
    for (auto ighit = m_UniqueGOTargetInfo.begin(); ighit != m_UniqueGOTargetInfo.end(); ++ighit)
    {
        if (!ighit->processed)
        {
            if (ighit->timeDelay <= t_offset)
                DoAllEffectOnTarget(&(*ighit));
            else if (next_time == 0 || ighit->timeDelay < next_time)
                next_time = ighit->timeDelay;
        }
    }
    // All targets passed - need finish phase
    if (next_time == 0)
    {
        // spell is finished, perform some last features of the spell here
        _handle_finish_phase();

        finish(true);                                       // successfully finish spell cast

        // return zero, spell is finished now
        return 0;
    }
    else
    {
        // spell is unfinished, return next execution time
        return next_time;
    }
}

void Spell::_handle_immediate_phase()
{
    // handle some immediate features of the spell here
    HandleThreatSpells();

    m_needSpellLog = IsNeedSendToClient();
    for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
    {
        if (m_spellInfo->Effect[j] == 0)
            continue;

        // apply Send Event effect to ground in case empty target lists
        if (m_spellInfo->Effect[j] == SPELL_EFFECT_SEND_EVENT && !HaveTargetsForEffect(SpellEffectIndex(j)))
        {
            HandleEffects(nullptr, nullptr, nullptr, SpellEffectIndex(j));
            continue;
        }

        // Don't do spell log, if is school damage spell
        if (m_spellInfo->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE || m_spellInfo->Effect[j] == 0)
            m_needSpellLog = false;
    }

    // initialize Diminishing Returns Data
    m_diminishLevel = DIMINISHING_LEVEL_1;
    m_diminishGroup = DIMINISHING_NONE;

    // process items
    for (auto ihit = m_UniqueItemInfo.begin(); ihit != m_UniqueItemInfo.end(); ++ihit)
        DoAllEffectOnTarget(&(*ihit));

    // process ground
    for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
    {
        // persistent area auras target only the ground
        if (m_spellInfo->Effect[j] == SPELL_EFFECT_PERSISTENT_AREA_AURA)
            HandleEffects(nullptr, nullptr, nullptr, SpellEffectIndex(j));
    }
}

void Spell::_handle_finish_phase()
{
    // spell log
    if (m_needSpellLog)
        SendLogExecute();
}

void Spell::SendSpellCooldown()
{
    // (1) have infinity cooldown but set at aura apply, (2) passive cooldown at triggering
    if (m_spellInfo->Attributes & (SPELL_ATTR_DISABLED_WHILE_ACTIVE | SPELL_ATTR_PASSIVE))
        return;

    if (m_caster->ToPlayer() && m_caster->ToPlayer()->HasOption(PLAYER_CHEAT_NO_COOLDOWN))
        return;

    m_caster->AddSpellAndCategoryCooldowns(m_spellInfo, m_CastItem ? m_CastItem->GetEntry() : 0, this);
}

void Spell::update(uint32 difftime)
{
    // update pointers based at it's GUIDs
    UpdatePointers();

    if (m_targets.getUnitTargetGuid() && !m_targets.getUnitTarget())
    {
        cancel();
        return;
    }

    // check if the player caster has moved before the spell finished
    float nowPosX, nowPosY, nowPosZ, nowO;
    if (m_caster->GetTransport())
    {
        nowPosX = m_caster->GetTransOffsetX();
        nowPosY = m_caster->GetTransOffsetY();
        nowPosZ = m_caster->GetTransOffsetZ();
        nowO = m_caster->GetTransOffsetO();
    }
    else
    {
        nowPosX = m_caster->GetPositionX();
        nowPosY = m_caster->GetPositionY();
        nowPosZ = m_caster->GetPositionZ();
        nowO = m_caster->GetOrientation();
    }
    if ((m_caster->GetTypeId() == TYPEID_PLAYER && m_timer != 0) &&
            (fabs(m_castPositionX - nowPosX) > 0.5f || fabs(m_castPositionY - nowPosY) > 0.5f || fabs(m_castPositionZ - nowPosZ) > 0.5f) &&
            (m_spellInfo->Effect[EFFECT_INDEX_0] != SPELL_EFFECT_STUCK || !((Player*)m_caster)->m_movementInfo.HasMovementFlag(MOVEFLAG_FALLINGFAR)) &&
            ((m_spellInfo->Id != 24322) && (m_spellInfo->Id != 24323)))
    {
        // always cancel for channeled spells
        if (m_spellState == SPELL_STATE_CASTING)
            cancel();
        // don't cancel for melee, autorepeat, triggered and instant spells
        else if (!IsNextMeleeSwingSpell() && !IsAutoRepeat() && !m_IsTriggeredSpell && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT))
            cancel();
    }

    switch (m_spellState)
    {
        case SPELL_STATE_PREPARING:
        {
            if (m_timer)
            {
                // check for incapacitating states
                if (m_caster->GetTypeId() == TYPEID_PLAYER)
                {
                    if (m_caster->hasUnitState(UNIT_STAT_CAN_NOT_REACT))
                        cancel();
                }

                if (difftime >= m_timer)
                    m_timer = 0;
                else
                    m_timer -= difftime;
            }

            if (m_timer == 0 && !IsNextMeleeSwingSpell() && !IsAutoRepeat())
            {
                RemoveStealthAuras();
                cast();
            }
        }
        break;
        case SPELL_STATE_CASTING:
        {
            if (m_timer > 0)
            {
                if (m_caster->GetTypeId() == TYPEID_PLAYER && (m_spellInfo->Id != 24322) && (m_spellInfo->Id != 24323))
                {
                    // check if player has jumped before the channeling finished
                    if (((Player*)m_caster)->m_movementInfo.HasMovementFlag(MOVEFLAG_JUMPING))
                        cancel();

                    // check for incapacitating player states
                    if (m_caster->hasUnitState(UNIT_STAT_CAN_NOT_REACT))
                        cancel();

                    // check if player has turned if flag is set
                    if (m_spellInfo->ChannelInterruptFlags & CHANNEL_FLAG_TURNING && m_castOrientation != nowO)
                        cancel();
                }
                else if (m_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)m_caster)->IsPet())
                {
                    // for succubus case
                    if (m_caster->hasUnitState(UNIT_STAT_CAN_NOT_REACT))
                        cancel();
                }

                // check if there are alive targets left
                if (!HasValidUnitPresentInTargetList())
                {
                    SendChannelUpdate(0);
                    finish();
                }

                if (difftime >= m_timer)
                    m_timer = 0;
                else
                    m_timer -= difftime;
            }

            if (m_timer == 0)
            {
                SendChannelUpdate(0);

                // channeled spell processed independently for quest targeting
                // cast at creature (or GO) quest objectives update at successful cast channel finished
                // ignore autorepeat/melee casts for speed (not exist quest for spells (hm... )
                if (!IsAutoRepeat() && !IsNextMeleeSwingSpell())
                {
                    if (Player* p = m_caster->GetCharmerOrOwnerPlayerOrPlayerItself())
                    {
                        for (TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
                        {
                            if (ihit->deleted)
                                continue;

                            TargetInfo const& target = *ihit;
                            if (!target.targetGUID.IsCreature())
                                continue;

                            Unit* unit = m_caster->GetObjectGuid() == target.targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target.targetGUID);
                            if (unit == nullptr)
                                continue;

                            p->RewardPlayerAndGroupAtCast(unit, m_spellInfo->Id);
                        }

                        for (GOTargetList::const_iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
                        {
                            if (ihit->deleted)
                                continue;

                            GOTargetInfo const& target = *ihit;

                            GameObject* go = m_caster->GetMap()->GetGameObject(target.targetGUID);
                            if (!go)
                                continue;

                            p->RewardPlayerAndGroupAtCast(go, m_spellInfo->Id);
                        }
                    }
                }

                finish();
            }
        }
        break;
        default:
        {
        } break;
    }
}

void Spell::HandleAddTargetTriggerAuras()
{
    // handle SPELL_AURA_ADD_TARGET_TRIGGER auras
    auto const& targetTriggers = m_caster->GetAurasByType(SPELL_AURA_ADD_TARGET_TRIGGER);
    for (auto i = targetTriggers.begin(); i != targetTriggers.end(); ++i)
    {
        if (!(*i)->isAffectedOnSpell(m_spellInfo))
            continue;
        for (TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
        {
            if (ihit->deleted)
                continue;
            Unit* target = nullptr;
            if (ihit->missCondition == SPELL_MISS_NONE)
                target = m_caster->GetObjectGuid() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
            else if (ihit->missCondition == SPELL_MISS_REFLECT && ihit->reflectResult == SPELL_MISS_NONE)
                target = m_caster;
            if (!target)
                continue;
            if (target && target->isAlive())
            {
                SpellEntry const *auraSpellInfo = (*i)->GetSpellProto();
                SpellEffectIndex auraSpellIdx = (*i)->GetEffIndex();
                // Calculate chance at that moment (can be depend for example from combo points)
                int32 auraBasePoints = (*i)->GetBasePoints();
                int32 chance = m_caster->CalculateSpellDamage(target, auraSpellInfo, auraSpellIdx, &auraBasePoints);
                if ((m_caster->IsPlayer() && m_caster->ToPlayer()->HasOption(PLAYER_CHEAT_ALWAYS_PROC)) || roll_chance_i(chance))
                    m_caster->CastSpell(target, auraSpellInfo->EffectTriggerSpell[auraSpellIdx], true, nullptr, (*i));
            }
        }
    }
}

void Spell::finish(bool ok)
{
    m_successCast = ok;

    if (!m_caster)
        return;

    if (m_spellState == SPELL_STATE_FINISHED)
        return;

    m_spellState = SPELL_STATE_FINISHED;

    // Nostalrius: unstun du pet si cast de l'invocation interrompu.
    if (!ok && m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->getClass() == CLASS_WARLOCK && m_caster->GetPetGuid())
        if (Pet* pet = ((Player*)m_caster)->GetPet())
            pet->RemoveAurasDueToSpell(29825);

    // Restore pet movement after spell (succubus after seduce)
    if (CharmInfo* ci = m_caster->GetCharmInfo())
    {
        ci->SetIsAtStay(false);
        ci->SetIsCommandFollow(false);
        ci->SetIsFollowing(false);
        ci->SetIsReturning(false);
    }

    // other code related only to successfully finished spells
    if (!ok)
    {
        CancelGlobalCooldown();
        if (m_caster->GetTypeId() == TYPEID_PLAYER)
            m_caster->ToPlayer()->RestoreSpellMods(this);
        return;
    }

    if (!IsChanneledSpell(m_spellInfo))
        HandleAddTargetTriggerAuras();

    // Heal caster for all health leech from all targets
    if (m_healthLeech)
        m_caster->DealHeal(m_caster, uint32(m_healthLeech), m_spellInfo);

    if (IsMeleeAttackResetSpell() && !(m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_NOT_RESET_AUTO_ACTIONS))
    {
        m_caster->resetAttackTimer(BASE_ATTACK);
        if (m_caster->haveOffhandWeapon())
            m_caster->resetAttackTimer(OFF_ATTACK);
    }

    /*if (IsRangedAttackResetSpell())
        m_caster->resetAttackTimer(RANGED_ATTACK);*/

    // Clear combo at finish state
    if (m_caster->GetTypeId() == TYPEID_PLAYER && NeedsComboPoints(m_spellInfo))
    {
        // Not drop combopoints if negative spell and if any miss on enemy exist
        bool needDrop = true;
        if (!IsPositiveSpell(m_spellInfo->Id))
        {
            for (TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
            {
                if (ihit->deleted)
                    continue;

                if (ihit->missCondition != SPELL_MISS_NONE && ihit->targetGUID != m_caster->GetObjectGuid())
                {
                    needDrop = false;
                    break;
                }
            }
        }
        if (needDrop)
            ((Player*)m_caster)->ClearComboPoints();
    }

    // call triggered spell only at successful cast (after clear combo points -> for add some if need)
    if (!m_TriggerSpells.empty())
        CastTriggerSpells();

    // Gnomish Death Ray
    if (m_spellInfo->Id == 13278)
    {
        if (Unit* const pTarget = m_targets.getUnitTarget())
        {
            SpellEntry const *DRLaunchEntry = sSpellMgr.GetSpellEntry(13279);
            int32 DRdamage = m_caster->CalculateSpellDamage(pTarget, DRLaunchEntry, EFFECT_INDEX_0, m_currentBasePoints, nullptr);
            m_caster->CastCustomSpell(pTarget, 13279, &DRdamage, nullptr, nullptr, true, m_CastItem);
        }
    }

    if (m_caster->GetTypeId() == TYPEID_PLAYER)
        m_caster->ToPlayer()->RemoveSpellMods(this);
    // Stop Attack for some spells
    if (m_spellInfo->Attributes & SPELL_ATTR_STOP_ATTACK_TARGET)
    {
        m_caster->AttackStop();
        m_caster->InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
    }
}

void Spell::SendCastResult(SpellCastResult result)
{
    if (m_caster->GetTypeId() != TYPEID_PLAYER)
        return;

    if (((Player*)m_caster)->GetSession()->PlayerLoading()) // don't send cast results at loading time
        return;

    if (result == SPELL_CAST_OK && m_IsTriggeredSpell)
        return;

    SendCastResult((Player*)m_caster, m_spellInfo, result);
}

void Spell::SendCastResult(Player* caster, SpellEntry const* spellInfo, SpellCastResult result)
{
    // Debug forme ombre, ...
    if (IsSpellHaveAura(spellInfo, SPELL_AURA_MOD_SHAPESHIFT) && result != SPELL_CAST_OK)
        result = SPELL_FAILED_FIZZLE;

    WorldPacket data(SMSG_CAST_FAILED, (4 + 1 + 1));
    data << uint32(spellInfo->Id);

    if (result != SPELL_CAST_OK)
    {
        data << uint8(2); // status = fail
        data << uint8(IsPassiveSpell(spellInfo) ? SPELL_FAILED_DONT_REPORT : result);                                  // problem
        switch (result)
        {
            case SPELL_FAILED_REQUIRES_SPELL_FOCUS:
                data << uint32(spellInfo->RequiresSpellFocus);
                break;
            case SPELL_FAILED_REQUIRES_AREA:
                switch (spellInfo->Id)
                {
                    case 22564:
                    case 22563:
                    case 23538:
                    case 23539:
                        data << uint32(2597);
                        break;
                }
                break;
            case SPELL_FAILED_EQUIPPED_ITEM_CLASS:
                data << uint32(spellInfo->EquippedItemClass);
                data << uint32(spellInfo->EquippedItemSubClassMask);
                data << uint32(spellInfo->EquippedItemInventoryTypeMask);
                break;
            default:
                break;
        }
    }
    else
        data << uint8(0);

    caster->GetSession()->SendPacket(&data);
}

void Spell::SendSpellStart()
{
    if (!IsNeedSendToClient())
        return;

    DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Sending SMSG_SPELL_START id=%u", m_spellInfo->Id);

    uint32 castFlags = CAST_FLAG_UNKNOWN2;
    if (IsRangedSpell())
        castFlags |= CAST_FLAG_AMMO;

    // Youfie <Nostalrius> : Sandtrap : dans le combatlog il n'y a plus de debuff avant l'apparition du Sand trap
    // Seul truc pas Blizz-like : c'est le joueur qui caste le sort, et pas Kurinaxx ; faudra fix dans le script de Kurinaxx quand le core sera debug pour le supporter
    if (m_spellInfo->Id == 25648)
        castFlags = CAST_FLAG_HIDDEN_COMBATLOG;

    WorldPacket data(SMSG_SPELL_START, (8 + 8 + 4 + 2 + 4));
    if (m_CastItem)
        data << m_CastItem->GetPackGUID();
    else
        data << m_caster->GetPackGUID();

    data << m_caster->GetPackGUID();
    data << uint32(m_spellInfo->Id);                        // spellId
    data << uint16(castFlags);                              // cast flags
    data << uint32(m_timer);                                // delay?

    data << m_targets;

    if (castFlags & CAST_FLAG_AMMO)                         // projectile info
        WriteAmmoToPacket(&data);

    m_caster->SendObjectMessageToSet(&data, true);
}

void Spell::SendSpellGo(bool bSendToCaster)
{
    // not send invisible spell casting
    if (!IsNeedSendToClient())
        return;

    uint32 castFlags = CAST_FLAG_UNKNOWN9;
    if (IsRangedSpell())
        castFlags |= CAST_FLAG_AMMO;                        // arrows/bullets visual

    WorldPacket data(SMSG_SPELL_GO, 53);                    // guess size

    if (m_CastItem)
        data << m_CastItem->GetPackGUID();
    else
        data << m_caster->GetPackGUID();

    // (HACK) Don't display cast animation for Flametongue Weapon proc
    // TODO - figure out the rule for why some procs should or should not have cast animations
    // e.g. rogue poison proc should have animation
    if (m_spellInfo->Id == 10444)
        data << PackedGuid();
     else
        data << m_caster->GetPackGUID();
    data << uint32(m_spellInfo->Id);                        // spellId
    data << uint16(castFlags);                              // cast flags

    WriteSpellGoTargets(&data);

    data << m_targets;

    if (castFlags & CAST_FLAG_AMMO)                         // projectile info
        WriteAmmoToPacket(&data);

    m_caster->SendObjectMessageToSet(&data, bSendToCaster);
}

void Spell::WriteAmmoToPacket(WorldPacket* data)
{
    uint32 ammoInventoryType = 0;
    uint32 ammoDisplayID = 0;

    if (m_caster->GetTypeId() == TYPEID_PLAYER)
    {
        Item *pItem = ((Player*)m_caster)->GetWeaponForAttack(RANGED_ATTACK);
        if (pItem)
        {
            ammoInventoryType = pItem->GetProto()->InventoryType;
            if (ammoInventoryType == INVTYPE_THROWN)
                ammoDisplayID = pItem->GetProto()->DisplayInfoID;
            else
            {
                uint32 ammoID = ((Player*)m_caster)->GetUInt32Value(PLAYER_AMMO_ID);
                if (ammoID)
                {
                    ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(ammoID);
                    if (pProto)
                    {
                        ammoDisplayID = pProto->DisplayInfoID;
                        ammoInventoryType = pProto->InventoryType;
                    }
                }
            }
        }
    }
    else
    {
        for (uint8 i = 0; i < MAX_VIRTUAL_ITEM_SLOT; ++i)
        {
            // see Creature::SetVirtualItem for structure data
            if (uint32 item_class = m_caster->GetByteValue(UNIT_VIRTUAL_ITEM_INFO + (i * 2) + 0, VIRTUAL_ITEM_INFO_0_OFFSET_CLASS))
            {
                if (item_class == ITEM_CLASS_WEAPON)
                {
                    switch (m_caster->GetByteValue(UNIT_VIRTUAL_ITEM_INFO + (i * 2) + 0, VIRTUAL_ITEM_INFO_0_OFFSET_SUBCLASS))
                    {
                        case ITEM_SUBCLASS_WEAPON_THROWN:
                            ammoDisplayID = m_caster->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY + i);
                            ammoInventoryType = m_caster->GetByteValue(UNIT_VIRTUAL_ITEM_INFO + (i * 2) + 0, VIRTUAL_ITEM_INFO_0_OFFSET_INVENTORYTYPE);
                            break;
                        case ITEM_SUBCLASS_WEAPON_BOW:
                        case ITEM_SUBCLASS_WEAPON_CROSSBOW:
                            ammoDisplayID = 5996;           // is this need fixing?
                            ammoInventoryType = INVTYPE_AMMO;
                            break;
                        case ITEM_SUBCLASS_WEAPON_GUN:
                            ammoDisplayID = 5998;           // is this need fixing?
                            ammoInventoryType = INVTYPE_AMMO;
                            break;
                    }

                    if (ammoDisplayID)
                        break;
                }
            }
        }
    }

    *data << uint32(ammoDisplayID);
    *data << uint32(ammoInventoryType);
}

void Spell::WriteSpellGoTargets(WorldPacket* data)
{
    // This function also fill data for channeled spells:
    // m_needAliveTargetMask req for stop channelig if one target die
    for (TargetList::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
    {
        if ((*ihit).effectMask == 0)                  // No effect apply - all immuned add state
            // possibly SPELL_MISS_IMMUNE2 for this??
            ihit->missCondition = SPELL_MISS_IMMUNE2;
    }

    uint32 hit = 0;
    size_t hitPos = data->wpos();
    *data << (uint8)0; // placeholder

    for (TargetList::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
    {
        if (ihit->missCondition == SPELL_MISS_NONE)
        {
            *data << ihit->targetGUID;                          // in 1.12.1 expected all targets
            m_needAliveTargetMask |= ihit->effectMask;
            ++hit;
        }
    }

    for (GOTargetList::const_iterator ighit = m_UniqueGOTargetInfo.begin(); ighit != m_UniqueGOTargetInfo.end(); ++ighit)
    {
        *data << ighit->targetGUID;                         // Always hits
        ++hit;
    }

    uint32 miss = 0;
    size_t missPos = data->wpos();
    *data << (uint8)0; // placeholder
    for (auto ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
    {
        if (ihit->missCondition != SPELL_MISS_NONE)        // Add only miss
        {
            *data << (ihit->targetGUID);
            *data << uint8(ihit->missCondition);
            if (ihit->missCondition == SPELL_MISS_REFLECT)
                *data << uint8(ihit->reflectResult);
            ++miss;
        }
    }
    // Reset m_needAliveTargetMask for non channeled spell
    if (!IsChanneledSpell(m_spellInfo))
        m_needAliveTargetMask = 0;

    data->put<uint8>(hitPos, (uint8)hit);
    data->put<uint8>(missPos, (uint8)miss);
}

void Spell::SendLogExecute()
{
    WorldPacket data(SMSG_SPELLLOGEXECUTE, (8 + 4 + 4 + 4 + 4 + 8));

    data << m_caster->GetPackGUID();
    data << uint32(m_spellInfo->Id);

    uint32 effectCount = 0;

    /* for (std::vector<ExecuteLogInfo> effectInfo : m_executeLogInfo) */
    for (std::vector<ExecuteLogInfo>::const_iterator it = m_executeLogInfo->begin(); it != m_executeLogInfo->end(); ++it)
    {
        if (it != m_executeLogInfo->end())
            effectCount++;
    }

    if (!effectCount)
        return;

    data << uint32(effectCount);

    for (uint32 i = 0; i < MAX_EFFECT_INDEX; ++i)
    {
        if (m_executeLogInfo[i].empty())
            continue;

        data << uint32(m_spellInfo->Effect[i]);
        data << uint32(m_executeLogInfo[i].size());

        for (std::vector<ExecuteLogInfo>::const_iterator it = m_executeLogInfo->begin(); it != m_executeLogInfo->end(); ++it)
        {
            ExecuteLogInfo info = *it;
            switch (m_spellInfo->Effect[i])
            {
                case SPELL_EFFECT_POWER_DRAIN:
                    data << info.targetGuid;
                    data << info.powerDrain.amount;
                    data << info.powerDrain.power;
                    data << info.powerDrain.multiplier;
                    break;
                case SPELL_EFFECT_ADD_EXTRA_ATTACKS:
                    data << info.targetGuid;
                    data << info.extraAttacks.count;
                    break;
                case SPELL_EFFECT_CREATE_ITEM:
                    data << info.createItem.itemEntry;
                    break;
                case SPELL_EFFECT_INTERRUPT_CAST:
                    data << info.targetGuid;
                    data << info.interruptCast.spellId;
                    break;
                case SPELL_EFFECT_FEED_PET:
                    data << info.feedPet.itemEntry;
                    break;
                case SPELL_EFFECT_DURABILITY_DAMAGE:
                    data << info.targetGuid;
                    data << info.durabilityDamage.itemEntry;
                    data << info.durabilityDamage.unk;
                    break;
                case SPELL_EFFECT_INSTAKILL:
                case SPELL_EFFECT_RESURRECT:
                case SPELL_EFFECT_DISPEL:
                case SPELL_EFFECT_THREAT:
                case SPELL_EFFECT_DISTRACT:
                case SPELL_EFFECT_SANCTUARY:
                case SPELL_EFFECT_THREAT_ALL:
                case SPELL_EFFECT_DISPEL_MECHANIC:
                case SPELL_EFFECT_RESURRECT_NEW:
                case SPELL_EFFECT_ATTACK_ME:
                case SPELL_EFFECT_SKIN_PLAYER_CORPSE:
                case SPELL_EFFECT_MODIFY_THREAT_PERCENT:
                case SPELL_EFFECT_126:
                case SPELL_EFFECT_OPEN_LOCK:
                case SPELL_EFFECT_OPEN_LOCK_ITEM:
                case SPELL_EFFECT_DISMISS_PET:
                    data << info.targetGuid;
                     break;
                 default:
                     return;
            }
        }
    }

    m_caster->SendMessageToSet(&data, true);
}

void Spell::SendInterrupted(uint8 result)
{
    // Nostalrius : fix animation de cast a l'interruption d'un sort
    // Ce premier paquet ne sert apparement a rien ...
    // Ce second paquet informe les joueurs aux alentours que le sort a ete interrompu.
    WorldPacket data(SMSG_SPELL_FAILED_OTHER, (8 + 4));
    data << m_caster->GetObjectGuid(); // Pareil que pour SMSG_SPELL_FAILURE
    data << m_spellInfo->Id;
    m_caster->SendObjectMessageToSet(&data, true);
}

void Spell::SendChannelUpdate(uint32 time)
{
    if (!time)
    {
        // Reset farsight for some possessing auras of possessed summoned (as they might work with different aura types)
        if (m_spellInfo->Attributes & SPELL_ATTR_EX_FARSIGHT && m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->GetCharmGuid()
                && !IsSpellHaveAura(m_spellInfo, SPELL_AURA_MOD_POSSESS) && !IsSpellHaveAura(m_spellInfo, SPELL_AURA_MOD_POSSESS_PET))
        {
            Player* player = (Player*)m_caster;
            // These Auras are applied to self, so get the possessed first
            Unit* possessed = player->GetCharm();

            player->SetCharm(nullptr);
            if (possessed)
                player->SetClientControl(possessed, 0);
            player->SetMover(nullptr);
            player->GetCamera().ResetView();
            player->RemovePetActionBar();

            if (possessed)
            {
                possessed->clearUnitState(UNIT_STAT_CONTROLLED);
                possessed->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
                possessed->SetCharmerGuid(ObjectGuid());
                // TODO - Requires more specials for target?

                // Some possessed might want to despawn?
                if (possessed->GetUInt32Value(UNIT_CREATED_BY_SPELL) == m_spellInfo->Id && possessed->GetTypeId() == TYPEID_UNIT)
                    ((Creature*)possessed)->ForcedDespawn();
            }
        }

        m_caster->RemoveAurasByCasterSpell(m_spellInfo->Id, m_caster->GetObjectGuid());

        ObjectGuid target_guid = m_caster->GetChannelObjectGuid();
        if (target_guid != m_caster->GetObjectGuid() && target_guid.IsUnit())
            if (Unit* target = ObjectAccessor::GetUnit(*m_caster, target_guid))
                target->RemoveAurasByCasterSpell(m_spellInfo->Id, m_caster->GetObjectGuid());
    }
    // Only modify/send values if we are the current channeled spell !
    if (m_caster->GetCurrentSpell(CURRENT_CHANNELED_SPELL) && m_caster->GetCurrentSpell(CURRENT_CHANNELED_SPELL) != this)
        return;

    if (!time)
    {
        // Reset of channel values has to be done after a few delay.
        // Else, we have some visual bugs (arcane projectile, last tick)
        ChannelResetEvent* event = new ChannelResetEvent(m_caster);
        m_caster->m_Events.AddEvent(event, m_caster->m_Events.CalculateTime(0));
    }
    else if (m_caster->GetTypeId() == TYPEID_PLAYER)
    {
        WorldPacket data(MSG_CHANNEL_UPDATE, 4);
        data << uint32(time);
        ((Player*)m_caster)->SendDirectMessage(&data);
    }
}

void Spell::SendChannelStart(uint32 duration)
{
    WorldObject* target = nullptr;

    // select dynobject created by first effect if any
    if (m_spellInfo->Effect[EFFECT_INDEX_0] == SPELL_EFFECT_PERSISTENT_AREA_AURA)
        target = m_caster->GetDynObject(m_spellInfo->Id, EFFECT_INDEX_0);
    // select first not resisted target from target list for _0_ effect
    else if (!m_UniqueTargetInfo.empty())
    {
        for (TargetList::const_iterator itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr)
        {
            if (itr->deleted)
                continue;

            if ((itr->effectMask & (1 << EFFECT_INDEX_0)) && itr->reflectResult == SPELL_MISS_NONE &&
                    itr->targetGUID != m_caster->GetObjectGuid())
            {
                target = ObjectAccessor::GetUnit(*m_caster, itr->targetGUID);
                break;
            }
        }
    }
    else if (!m_UniqueGOTargetInfo.empty())
    {
        for (GOTargetList::const_iterator itr = m_UniqueGOTargetInfo.begin(); itr != m_UniqueGOTargetInfo.end(); ++itr)
        {
            if (itr->deleted)
                continue;

            if (itr->effectMask & (1 << EFFECT_INDEX_0))
            {
                target = m_caster->GetMap()->GetGameObject(itr->targetGUID);
                break;
            }
        }
    }

    if (m_caster->GetTypeId() == TYPEID_PLAYER)
    {
        WorldPacket data(MSG_CHANNEL_START, (4 + 4));
        data << uint32(m_spellInfo->Id);
        data << uint32(duration);
        ((Player*)m_caster)->SendDirectMessage(&data);
    }

    m_timer = duration;
    if (target)
        m_caster->SetChannelObjectGuid(target->GetObjectGuid());
    m_caster->SetUInt32Value(UNIT_CHANNEL_SPELL, m_spellInfo->Id);
}

void Spell::SendResurrectRequest(Player* target)
{
    // Both players and NPCs can resurrect using spells - have a look at creature 28487 for example
    // However, the packet structure differs slightly

    const char* sentName = m_caster->GetTypeId() == TYPEID_PLAYER ? "" : m_caster->GetNameForLocaleIdx(target->GetSession()->GetSessionDbLocaleIndex());

    WorldPacket data(SMSG_RESURRECT_REQUEST, (8 + 4 + strlen(sentName) + 1 + 1 + 1));
    data << m_caster->GetObjectGuid();
    data << uint32(strlen(sentName) + 1);

    data << sentName;
    data << uint8(0);

    data << uint8(m_caster->GetTypeId() == TYPEID_PLAYER ? 0 : 1);
    target->GetSession()->SendPacket(&data);
}

void Spell::SendPlaySpellVisual(uint32 SpellID)
{
    if (m_caster->GetTypeId() != TYPEID_PLAYER)
        return;

    WorldPacket data(SMSG_PLAY_SPELL_VISUAL, 8 + 4);
    data << m_caster->GetObjectGuid();
    data << uint32(SpellID);                                // spell visual id?
    ((Player*)m_caster)->GetSession()->SendPacket(&data);
}

void Spell::TakeCastItem()
{
    if (!m_CastItem || m_caster->GetTypeId() != TYPEID_PLAYER)
        return;

    // not remove cast item at triggered spell (equipping, weapon damage, etc)
    if (m_IsTriggeredSpell && !(m_targets.m_targetMask & TARGET_FLAG_TRADE_ITEM))
        return;

    ItemPrototype const *proto = m_CastItem->GetProto();

    if (!proto)
    {
        // This code is to avoid a crash
        // I'm not sure, if this is really an error, but I guess every item needs a prototype
        sLog.outError("Cast item (%s) has no item prototype", m_CastItem->GetGuidStr().c_str());
        return;
    }

    bool expendable = false;
    bool withoutCharges = false;

    for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
    {
        if (proto->Spells[i].SpellId)
        {
            // item has limited charges
            if (proto->Spells[i].SpellCharges)
            {
                if (proto->Spells[i].SpellCharges < 0)
                    expendable = true;

                int32 charges = m_CastItem->GetSpellCharges(i);

                // item has charges left
                if (charges)
                {
                    (charges > 0) ? --charges : ++charges;  // abs(charges) less at 1 after use
                    if (proto->Stackable < 2)
                        m_CastItem->SetSpellCharges(i, charges);
                    m_CastItem->SetState(ITEM_CHANGED, (Player*)m_caster);
                }

                // all charges used
                withoutCharges = (charges == 0);
            }
        }
    }

    if (expendable && withoutCharges)
    {
        uint32 count = 1;
        Item* castItem = m_CastItem;
        // prevent crash at access to deleted m_targets.getItemTarget
        ClearCastItem();
        // Destroying the item involved in a spell interrupts the spell. So delete the item once we cleared the spell cast item.
        ((Player*)m_caster)->DestroyItemCount(castItem, count, true);
    }
}

void Spell::TakePower()
{
    if (m_CastItem || m_triggeredByAuraSpell)
        return;

    // health as power used
    if (m_spellInfo->powerType == POWER_HEALTH)
    {
        m_caster->ModifyHealth(-(int32)m_powerCost);
        return;
    }

    if (m_spellInfo->powerType >= MAX_POWERS)
    {
        sLog.outError("Spell::TakePower: Unknown power type '%d'", m_spellInfo->powerType);
        return;
    }

    Powers powerType = Powers(m_spellInfo->powerType);

    m_caster->ModifyPower(powerType, -(int32)m_powerCost);

    // Set the five second timer
    if (powerType == POWER_MANA && m_powerCost > 0)
        m_caster->SetLastManaUse();
}

void Spell::TakeReagents()
{
    if (m_caster->GetTypeId() != TYPEID_PLAYER)
        return;

    if (IgnoreItemRequirements())                           // reagents used in triggered spell removed by original spell or don't must be removed.
        return;

    Player* p_caster = (Player*)m_caster;
    if (p_caster->CanNoReagentCast(m_spellInfo))
        return;

    for (uint32 x = 0; x < MAX_SPELL_REAGENTS; ++x)
    {
        if (m_spellInfo->Reagent[x] <= 0)
            continue;

        uint32 itemid = m_spellInfo->Reagent[x];
        uint32 itemcount = m_spellInfo->ReagentCount[x];

        // if CastItem is also spell reagent
        if (m_CastItem)
        {
            ItemPrototype const *proto = m_CastItem->GetProto();
            if (proto && proto->ItemId == itemid)
            {
                for (int s = 0; s < MAX_ITEM_PROTO_SPELLS; ++s)
                {
                    // CastItem will be used up and does not count as reagent
                    int32 charges = m_CastItem->GetSpellCharges(s);
                    if (proto->Spells[s].SpellCharges < 0 && abs(charges) < 2)
                    {
                        ++itemcount;
                        break;
                    }
                }

                m_CastItem = nullptr;
            }
        }

        // if getItemTarget is also spell reagent
        if (m_targets.getItemTargetEntry() == itemid)
            m_targets.setItemTarget(nullptr);

        p_caster->DestroyItemCount(itemid, itemcount, true);
    }
}

void Spell::TakeAmmo()
{
    if (m_attackType == RANGED_ATTACK && m_caster->GetTypeId() == TYPEID_PLAYER)
    {
        Item *pItem = ((Player*)m_caster)->GetWeaponForAttack(RANGED_ATTACK, true, false);

        // wands don't have ammo
        if (!pItem || pItem->GetProto()->SubClass == ITEM_SUBCLASS_WEAPON_WAND)
        {
            m_caster->SetLastAttackType(2);
            return;
        }

        if ((m_spellInfo->Id == 75) || (m_spellInfo->Id == 2764))
        {
            m_caster->SetLastAttackType(2);
        }

        if (pItem->GetProto()->InventoryType == INVTYPE_THROWN)
        {
            if (pItem->GetMaxStackCount() == 1)
            {
                // decrease durability for non-stackable throw weapon
                ((Player*)m_caster)->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_RANGED);
            }
            else
            {
                // decrease items amount for stackable throw weapon
                uint32 count = 1;
                ((Player*)m_caster)->DestroyItemCount(pItem, count, true);
            }
        }
        else if (uint32 ammo = ((Player*)m_caster)->GetUInt32Value(PLAYER_AMMO_ID))
            ((Player*)m_caster)->DestroyItemCount(ammo, 1, true);
    }
}

void Spell::HandleThreatSpells()
{
    if (m_UniqueTargetInfo.empty())
        return;

    SpellThreatEntry const* threatEntry = sSpellMgr.GetSpellThreatEntry(m_spellInfo->Id);

    if (!threatEntry || (!threatEntry->threat && threatEntry->ap_bonus == 0.0f))
        return;

    float threat = threatEntry->threat;
    if (threatEntry->ap_bonus != 0.0f)
        threat += threatEntry->ap_bonus * m_caster->GetTotalAttackPowerValue(GetWeaponAttackType(m_spellInfo));

    bool positive = true;
    uint8 effectMask = 0;
    for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
        if (m_spellInfo->Effect[i])
            effectMask |= (1 << i);

    if (m_negativeEffectMask & effectMask)
    {
        // can only handle spells with clearly defined positive/negative effect, check at spell_threat loading probably not perfect
        // so abort when only some effects are negative.
        if ((m_negativeEffectMask & effectMask) != effectMask)
        {
            DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u, rank %u, is not clearly positive or negative, ignoring bonus threat", m_spellInfo->Id, sSpellMgr.GetSpellRank(m_spellInfo->Id));
            return;
        }
        positive = false;
    }

    for (TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
    {
        if (ihit->missCondition != SPELL_MISS_NONE)
            continue;

        Unit* target = m_caster->GetObjectGuid() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
        if (!target)
            continue;

        // positive spells distribute threat among all units that are in combat with target, like healing
        if (positive)
            target->getHostileRefManager().threatAssist(m_caster /*real_caster ??*/, threat, m_spellInfo);
        // for negative spells threat gets distributed among affected targets
        else
        {
            if (!target->CanHaveThreatList())
                continue;

            target->AddThreat(m_caster, threat, false, GetSpellSchoolMask(m_spellInfo), m_spellInfo);
        }
    }

    DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u added an additional %f threat for %s %u target(s)", m_spellInfo->Id, threat, positive ? "assisting" : "harming", uint32(m_UniqueTargetInfo.size()));
}

void Spell::HandleEffects(Unit *pUnitTarget, Item *pItemTarget, GameObject *pGOTarget, SpellEffectIndex i, float DamageMultiplier)
{
    unitTarget = pUnitTarget;
    itemTarget = pItemTarget;
    gameObjTarget = pGOTarget;

    uint8 eff = m_spellInfo->Effect[i];

    damage = int32(CalculateDamage(i, unitTarget) * DamageMultiplier);

    DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u Effect%d : %u Targets: %s, %s, %s",
                     m_spellInfo->Id, i, eff,
                     unitTarget ? unitTarget->GetGuidStr().c_str() : "-",
                     itemTarget ? itemTarget->GetGuidStr().c_str() : "-",
                     gameObjTarget ? gameObjTarget->GetGuidStr().c_str() : "-");

    if (eff < TOTAL_SPELL_EFFECTS)
        (*this.*SpellEffects[eff])(i);
    else
        sLog.outError("WORLD: Spell FX %d > TOTAL_SPELL_EFFECTS ", eff);
}

void Spell::AddTriggeredSpell(uint32 spellId)
{
    SpellEntry const *spellInfo = sSpellMgr.GetSpellEntry(spellId);

    if (!spellInfo)
    {
        sLog.outError("Spell::AddTriggeredSpell: unknown spell id %u used as triggred spell for spell %u)", spellId, m_spellInfo->Id);
        return;
    }

    m_TriggerSpells.push_back(spellInfo);
}

void Spell::AddPrecastSpell(uint32 spellId)
{
    SpellEntry const *spellInfo = sSpellMgr.GetSpellEntry(spellId);

    if (!spellInfo)
    {
        sLog.outError("Spell::AddPrecastSpell: unknown spell id %u used as pre-cast spell for spell %u)", spellId, m_spellInfo->Id);
        return;
    }

    m_preCastSpells.push_back(spellInfo);
}

void Spell::CastTriggerSpells()
{
    for (SpellInfoList::const_iterator si = m_TriggerSpells.begin(); si != m_TriggerSpells.end(); ++si)
    {
        Spell* spell = new Spell(m_caster, (*si), true, m_originalCasterGUID);
        spell->prepare(&m_targets);                         // use original spell original targets
    }
}

void Spell::CastPreCastSpells(Unit* target)
{
    for (SpellInfoList::const_iterator si = m_preCastSpells.begin(); si != m_preCastSpells.end(); ++si)
        m_caster->CastSpell(target, (*si), true, m_CastItem);
}

SpellCastResult Spell::CheckCast(bool strict)
{
    // Cheat du joueur ?
    if (m_caster->IsPlayer() && m_caster->ToPlayer()->HasOption(PLAYER_CHEAT_NO_CHECK_CAST))
        return SPELL_CAST_OK;

    //sLog.outString("CheckCast de %u %s%s%s sur %s",
    //   m_spellInfo->Id, strict ? "[strict]" : "", m_IsTriggeredSpell ? "[triggered]" : "", m_triggeredByAuraSpell ? "[triggeredByAura]" : "", m_targets.getUnitTargetGuid().GetString().c_str());

    // Quel sort peut-on faire lancer à un mob que l'on CM ?
    if (m_caster->hasUnitState(UNIT_STAT_CONTROLLED))
    {
        if (m_spellInfo->Category == 21) // Enrager
            return SPELL_FAILED_NOT_READY;
    }
    // Fin Nostalrius

    // check cooldowns to prevent cheating (ignore passive spells, that client side visual only)
    if (m_caster->GetTypeId() == TYPEID_PLAYER && !(m_spellInfo->Attributes & SPELL_ATTR_PASSIVE) &&
            (m_caster->HasSpellCooldown(m_spellInfo->Id) || m_caster->HasSpellCategoryCooldown(m_spellInfo->Category)))
    {
        if (m_triggeredByAuraSpell)
            return SPELL_FAILED_DONT_REPORT;
        else
            return SPELL_FAILED_NOT_READY;
    }

    // check death state to prevent cheating ("deathbug")
    if (!m_caster->isAlive() && !(m_spellInfo->Attributes & SPELL_ATTR_PASSIVE) && !((m_spellInfo->Attributes & SPELL_ATTR_CASTABLE_WHILE_DEAD) || (m_IsTriggeredSpell && !m_triggeredByAuraSpell)))
        return SPELL_FAILED_CASTER_DEAD;

    // check global cooldown
    if (!m_IsTriggeredSpell)
    {
        if (strict && HasGlobalCooldown())
            return SPELL_FAILED_NOT_READY;

        // only allow triggered spells if at an ended battleground
        if (m_caster->GetTypeId() == TYPEID_PLAYER)
            if (BattleGround * bg = ((Player*)m_caster)->GetBattleGround())
                if (bg->GetStatus() == STATUS_WAIT_LEAVE)
                    return SPELL_FAILED_DONT_REPORT;

        if (strict)
        {
            if (m_caster->isInCombat() && IsNonCombatSpell(m_spellInfo))
                return SPELL_FAILED_AFFECTING_COMBAT;

            // only check at first call, Stealth auras are already removed at second call
            // for now, ignore triggered spells
            //if (strict)
            //{
            // Cannot be used in this stance/form
            SpellCastResult shapeError = GetErrorAtShapeshiftedCast(m_spellInfo, m_caster->GetShapeshiftForm());
            if (shapeError != SPELL_CAST_OK)
                return shapeError;

            if ((m_spellInfo->Attributes & SPELL_ATTR_ONLY_STEALTHED) && !(m_caster->HasStealthAura()))
                return SPELL_FAILED_ONLY_STEALTHED;
        }
    }

    if (m_caster->GetTypeId() == TYPEID_PLAYER && !((Player*)m_caster)->isGameMaster() &&
            sWorld.getConfig(CONFIG_BOOL_VMAP_INDOOR_CHECK) &&
            VMAP::VMapFactory::createOrGetVMapManager()->isLineOfSightCalcEnabled())
    {
        if (m_spellInfo->Attributes & SPELL_ATTR_OUTDOORS_ONLY &&
                !m_caster->GetTerrain()->IsOutdoors(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ()))
            return m_IsTriggeredSpell ? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_ONLY_OUTDOORS;

        if (m_spellInfo->Attributes & SPELL_ATTR_INDOORS_ONLY &&
                m_caster->GetTerrain()->IsOutdoors(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ()))
            return m_IsTriggeredSpell ? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_ONLY_INDOORS;
    }

    // caster state requirements
    if (m_spellInfo->CasterAuraState && !m_caster->HasAuraState(AuraState(m_spellInfo->CasterAuraState)))
        return SPELL_FAILED_CASTER_AURASTATE;

    if (m_caster->GetTypeId() == TYPEID_PLAYER)
    {
        // Autorepeat spells, if cast start when moving, are delayed until moving stop in spell update code.
        if (m_caster->IsMoving())
        {
            // skip stuck spell to allow use it in falling case and apply spell limitations at movement
            if ((!m_caster->m_movementInfo.HasMovementFlag(MOVEFLAG_FALLINGFAR) || m_spellInfo->Effect[EFFECT_INDEX_0] != SPELL_EFFECT_STUCK) &&
                    (IsAutoRepeat() || m_spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_SEATED))
                return SPELL_FAILED_MOVING;
        }

        if (!m_IsTriggeredSpell && NeedsComboPoints(m_spellInfo) &&
                (!m_targets.getUnitTarget() || m_targets.getUnitTarget()->GetObjectGuid() != ((Player*)m_caster)->GetComboTargetGuid()))
            // warrior not have real combo-points at client side but use this way for mark allow Overpower use
            return m_caster->getClass() == CLASS_WARRIOR ? SPELL_FAILED_BAD_TARGETS : SPELL_FAILED_NO_COMBO_POINTS;

        switch (m_spellInfo->Id)
        {
            // Morsure de mangouste
            case 1495:
            case 14269:
            case 14270:
            case 14271:
                if (m_targets.getUnitTargetGuid() != m_caster->GetReactiveTraget(REACTIVE_DEFENSE))
                    return SPELL_FAILED_BAD_TARGETS;
                break;
            // Contre-attaque
            case 19306:
            case 20909:
            case 20910:
                if (m_targets.getUnitTargetGuid() != m_caster->GetReactiveTraget(REACTIVE_HUNTER_PARRY))
                    return SPELL_FAILED_BAD_TARGETS;
                break;
        }
    }

    if (Unit *target = m_targets.getUnitTarget())
    {
        // Nostalrius - Un sort plus puissant est deja actif
        if (IsSpellAppliesAura(m_spellInfo) && !IsAreaOfEffectSpell(m_spellInfo) && IsPositiveSpell(m_spellInfo) && target->HasMorePowerfullSpellActive(m_spellInfo))
            return SPELL_FAILED_AURA_BOUNCED;

        // Swiftmend
        if (m_spellInfo->Id == 18562)                       // future versions have special aura state for this
        {
            if (!target->GetAura(SPELL_AURA_PERIODIC_HEAL, SPELLFAMILY_DRUID, UI64LIT(0x50)))
                return SPELL_FAILED_TARGET_AURASTATE;
        }

        if (!m_IsTriggeredSpell && IsDeathOnlySpell(m_spellInfo) && target->isAlive())
            return SPELL_FAILED_TARGET_NOT_DEAD;

        bool non_caster_target = target != m_caster && !IsSpellWithCasterSourceTargetsOnly(m_spellInfo);

        if (non_caster_target)
        {
            // Not allow casting on flying player
            if (target->IsTaxiFlying())
                return SPELL_FAILED_BAD_TARGETS;

            if (!m_IsTriggeredSpell)
            {
                if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_IGNORE_LOS) && !m_caster->IsWithinLOSInMap(target))
                    return SPELL_FAILED_LINE_OF_SIGHT;

                // check if target is in combat
                if (strict && non_caster_target && (m_spellInfo->AttributesEx & SPELL_ATTR_EX_NOT_IN_COMBAT_TARGET) && target->isInCombat())
                    return SPELL_FAILED_TARGET_AFFECTING_COMBAT;

                // auto selection spell rank implemented in WorldSession::HandleCastSpellOpcode
                // this case can be triggered if rank not found (too low-level target for first rank)
                if (m_caster->GetTypeId() == TYPEID_PLAYER && !m_CastItem && !m_IsTriggeredSpell)
                {
                    // spell expected to be auto-downranking in cast handle, so must be same
                    if (m_spellInfo != sSpellMgr.SelectAuraRankForLevel(m_spellInfo, target->getLevel()))
                        return SPELL_FAILED_LOWLEVEL;
                }

                if (strict && m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_TARGET_ONLY_PLAYER && target->GetTypeId() != TYPEID_PLAYER && !IsAreaOfEffectSpell(m_spellInfo))
                    return SPELL_FAILED_BAD_TARGETS;
            }
            // Can't help a friend in duel
            if (IsPositiveSpell(m_spellInfo))
            {
                Player* casterOwner = m_caster->GetCharmerOrOwnerPlayerOrPlayerItself();
                Player* targetOwner = target->GetCharmerOrOwnerPlayerOrPlayerItself();
                if (targetOwner && casterOwner != targetOwner && targetOwner->duel && casterOwner && !casterOwner->IsInDuelWith(targetOwner))
                    return SPELL_FAILED_BAD_TARGETS;
            }
        }
        else if (m_caster == target)
        {
            if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->IsInWorld())
            {
                // Additional check for some spells
                // If 0 spell effect empty - client not send target data (need use selection)
                // TODO: check it on next client version
                if (m_targets.m_targetMask == TARGET_FLAG_SELF &&
                        m_spellInfo->EffectImplicitTargetA[EFFECT_INDEX_1] == TARGET_CHAIN_DAMAGE)
                {
                    target = m_caster->GetMap()->GetUnit(((Player *)m_caster)->GetSelectionGuid());
                    if (!target)
                        return SPELL_FAILED_BAD_TARGETS;

                    m_targets.setUnitTarget(target);
                }
            }
            // Some special spells with non-caster only mode
            // Fire Shield
            if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARLOCK &&
                    m_spellInfo->SpellIconID == 16)
                return SPELL_FAILED_BAD_TARGETS;
            // Arcane Missiles
            if (m_caster == target &&
                    m_spellInfo->SpellFamilyName == SPELLFAMILY_MAGE &&
                    m_spellInfo->SpellFamilyFlags == 0x40800)
                return SPELL_FAILED_BAD_TARGETS;
        }

        // check pet presents
        for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
        {
            if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_PET)
            {
                Pet* pet = m_caster->GetPet();
                if (!pet)
                {
                    if (m_triggeredByAuraSpell)              // not report pet not existence for triggered spells
                        return SPELL_FAILED_DONT_REPORT;
                    else
                        return SPELL_FAILED_NO_PET;
                }
                else if (!pet->isAlive())
                    return SPELL_FAILED_TARGETS_DEAD;
                else if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_IGNORE_LOS) && !pet->IsWithinLOSInMap(m_caster))
                    return SPELL_FAILED_LINE_OF_SIGHT;
                break;
            }
        }

        //check creature type
        //ignore self casts (including area casts when caster selected as target)
        if (non_caster_target)
        {
            if (!CheckTargetCreatureType(target))
            {
                if (target->GetTypeId() == TYPEID_PLAYER)
                    return SPELL_FAILED_TARGET_IS_PLAYER;
                else
                    return SPELL_FAILED_BAD_TARGETS;
            }

            // simple cases
            bool explicit_target_mode = false;
            bool target_hostile = false;
            bool target_hostile_checked = false;
            bool target_friendly_checked = false;
            for (int k = 0; k < MAX_EFFECT_INDEX;  ++k)
            {
                if (IsExplicitPositiveTarget(m_spellInfo->EffectImplicitTargetA[k]))
                {
                    if (!target_hostile_checked)
                    {
                        target_hostile_checked = true;
                        target_hostile = m_caster->IsHostileTo(target);
                    }

                    if (target_hostile)
                        return SPELL_FAILED_BAD_TARGETS;

                    explicit_target_mode = true;
                }
                else if (IsExplicitNegativeTarget(m_spellInfo->EffectImplicitTargetA[k]))
                {
                    if (!target_friendly_checked)
                    {
                        target_friendly_checked = true;
                        if (!m_caster->IsValidAttackTarget(target))
                            return SPELL_FAILED_BAD_TARGETS;
                    }
                    explicit_target_mode = true;
                }
            }
            // TODO: this check can be applied and for player to prevent cheating when IsPositiveSpell will return always correct result.
            // check target for pet/charmed casts (not self targeted), self targeted cast used for area effects and etc
            // Nostalrius : pas de status positif / negatif pour les sorts de dispel (marche en offensif comme defensif)
            if (!explicit_target_mode && m_caster->GetTypeId() == TYPEID_UNIT && m_caster->GetCharmerOrOwnerGuid() && !IsSpellHaveEffect(m_spellInfo, SPELL_EFFECT_DISPEL))
            {
                // check correctness positive/negative cast target (pet cast real check and cheating check)
                if (IsPositiveSpell(m_spellInfo->Id))
                {
                    if (!target_hostile_checked)
                        target_hostile = m_caster->IsHostileTo(target);

                    if (target_hostile)
                        return SPELL_FAILED_BAD_TARGETS;
                }
                else
                {
                    if (!target_friendly_checked && m_caster->IsFriendlyTo(target))
                        return SPELL_FAILED_BAD_TARGETS;
                }
            }
        }

        if (IsPositiveSpell(m_spellInfo->Id))
            if (target->IsImmuneToSpell(m_spellInfo, target == m_caster))
                return SPELL_FAILED_TARGET_AURASTATE;

        //Must be behind the target.
        if (m_spellInfo->AttributesEx2 == 0x100000 && (m_spellInfo->AttributesEx & 0x200) == 0x200 && target->HasInArc(M_PI_F, m_caster))
        {
            SendInterrupted(2);
            return SPELL_FAILED_NOT_BEHIND;
        }

        //Target must be facing you.
        if ((m_spellInfo->Attributes == 0x150010) && !target->HasInArc(M_PI_F, m_caster))
        {
            SendInterrupted(2);
            return SPELL_FAILED_NOT_INFRONT;
        }
    }
    else if (GameObject* goTarget = m_targets.getGOTarget())
    {
        if (goTarget->AI())
        {
            SpellCastResult goAIresult = goTarget->AI()->CheckSpellCast(m_caster, m_spellInfo->Id);
            if (goAIresult != SPELL_CAST_OK)
                return goAIresult;
        }

        // Require LOS to loot chests
        // For example, check LoS when opening a gobj (spell 6477).
        // Prevents abuse with object id 165554 for example.
        if (goTarget->GetGoType() == GAMEOBJECT_TYPE_CHEST)
        {
            if (!m_IsTriggeredSpell && !(m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_IGNORE_LOS)
              && !goTarget->GetGOInfo()->chest.minSuccessOpens                // don't check for gathering nodes, too many are halfway in walls
              && !goTarget->HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND)  // don't check for quest items
              && !(goTarget->GetEntry() == 160845)                            // exemption for Dark Coffer
              && !m_caster->IsWithinLOSInMap(goTarget, false))
                return SPELL_FAILED_LINE_OF_SIGHT;
        }
    }
    else if (m_targets.IsEmpty())
    {
        // check LOS for ground targeted AOE spells like Blizzard, Flamestrike ...
        if (m_caster->GetTypeId() == TYPEID_PLAYER && m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION)
        {
            if (m_targets.m_destX && m_targets.m_destY && m_targets.m_destZ)
            {
                if (!m_caster->IsWithinLOS(m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ))
                    return SPELL_FAILED_LINE_OF_SIGHT;
            }
        }
    }
    
    // Nostalrius: impossible to cast spells while banned / feared / confused ...
    // Except divine shields, pvp trinkets for example
    // TODO: This condition allows an antifear item to be used while stuned for example.
    if (!m_IsTriggeredSpell && !IsSpellAppliesAura(m_spellInfo, SPELL_AURA_SCHOOL_IMMUNITY) && !IsSpellAppliesAura(m_spellInfo, SPELL_AURA_MECHANIC_IMMUNITY) &&
            m_caster->hasUnitState(UNIT_STAT_ISOLATED | UNIT_STAT_STUNNED | UNIT_STAT_PENDING_STUNNED | UNIT_STAT_CONFUSED | UNIT_STAT_FLEEING))
        return SPELL_FAILED_DONT_REPORT;

    // zone check
    SpellCastResult locRes = sSpellMgr.GetSpellAllowedInLocationError(m_spellInfo, m_caster, m_caster->GetCharmerOrOwnerPlayerOrPlayerItself());
    if (locRes != SPELL_CAST_OK)
        return locRes;

    // not let players cast spells at mount (and let do it to creatures)
    if (m_caster->IsMounted() && m_caster->GetTypeId() == TYPEID_PLAYER && !m_IsTriggeredSpell &&
            !IsPassiveSpell(m_spellInfo) && !(m_spellInfo->Attributes & SPELL_ATTR_CASTABLE_WHILE_MOUNTED))
    {
        if (m_caster->IsTaxiFlying())
            return SPELL_FAILED_NOT_ON_TAXI;
        else if (m_caster->GetTypeId() == TYPEID_PLAYER)
        {
            m_caster->Unmount();
            m_caster->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
        }
        else
            return SPELL_FAILED_NOT_MOUNTED;
    }

    // always (except passive spells) check items (focus object can be required for any type casts)
    if (!IsPassiveSpell(m_spellInfo))
    {
        SpellCastResult castResult = CheckItems();
        if (castResult != SPELL_CAST_OK)
            return castResult;
    }

    // Database based targets from spell_target_script
    if (m_UniqueTargetInfo.empty())                         // skip second CheckCast apply (for delayed spells for example)
    {
        for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
        {
            if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT ||
                    (m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT && m_spellInfo->EffectImplicitTargetA[j] != TARGET_SELF) ||
                    m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT_COORDINATES ||
                    m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT_COORDINATES ||
                    m_spellInfo->EffectImplicitTargetA[j] == TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT)
            {

                SpellScriptTargetBounds bounds = sSpellMgr.GetSpellScriptTargetBounds(m_spellInfo->Id);

                if (bounds.first == bounds.second)
                {
                    if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT || m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT)
                        sLog.outErrorDb("Spell entry %u, effect %i has EffectImplicitTargetA/EffectImplicitTargetB = TARGET_SCRIPT, but creature are not defined in `spell_script_target`", m_spellInfo->Id, j);

                    if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT_COORDINATES || m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT_COORDINATES)
                        sLog.outErrorDb("Spell entry %u, effect %i has EffectImplicitTargetA/EffectImplicitTargetB = TARGET_SCRIPT_COORDINATES, but gameobject or creature are not defined in `spell_script_target`", m_spellInfo->Id, j);

                    if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT)
                        sLog.outErrorDb("Spell entry %u, effect %i has EffectImplicitTargetA/EffectImplicitTargetB = TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT, but gameobject are not defined in `spell_script_target`", m_spellInfo->Id, j);
                }

                SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
                float range = GetSpellMaxRange(srange);

                Creature* targetExplicit = nullptr;            // used for cases where a target is provided (by script for example)
                Creature* creatureScriptTarget = nullptr;
                GameObject* goScriptTarget = nullptr;

                for (auto i_spellST = bounds.first; i_spellST != bounds.second; ++i_spellST)
                {
                    switch (i_spellST->second.type)
                    {
                        case SPELL_TARGET_TYPE_GAMEOBJECT:
                        {
                            GameObject* p_GameObject = nullptr;

                            if (i_spellST->second.targetEntry)
                            {
                                MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*m_caster, i_spellST->second.targetEntry, range);
                                MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck> checker(p_GameObject, go_check);
                                Cell::VisitGridObjects(m_caster, checker, range);

                                if (p_GameObject)
                                {
                                    // remember found target and range, next attempt will find more near target with another entry
                                    creatureScriptTarget = nullptr;
                                    goScriptTarget = p_GameObject;
                                    range = go_check.GetLastRange();
                                }
                            }
                            else if (focusObject)           // Focus Object
                            {
                                float frange = m_caster->GetDistance(focusObject);
                                if (range >= frange)
                                {
                                    creatureScriptTarget = nullptr;
                                    goScriptTarget = focusObject;
                                    range = frange;
                                }
                            }
                            break;
                        }
                        case SPELL_TARGET_TYPE_CREATURE:
                        case SPELL_TARGET_TYPE_DEAD:
                        default:
                        {
                            Creature *p_Creature = nullptr;

                            // check if explicit target is provided and check it up against database valid target entry/state
                            if (Unit* pTarget = m_targets.getUnitTarget())
                            {
                                if (pTarget->GetTypeId() == TYPEID_UNIT && pTarget->GetEntry() == i_spellST->second.targetEntry)
                                {
                                    if (i_spellST->second.type == SPELL_TARGET_TYPE_DEAD && ((Creature*)pTarget)->IsCorpse())
                                    {
                                        // always use spellMaxRange, in case GetLastRange returned different in a previous pass
                                        if (pTarget->IsWithinDistInMap(m_caster, GetSpellMaxRange(srange)))
                                            targetExplicit = (Creature*)pTarget;
                                    }
                                    else if (i_spellST->second.type == SPELL_TARGET_TYPE_CREATURE && pTarget->isAlive())
                                    {
                                        // always use spellMaxRange, in case GetLastRange returned different in a previous pass
                                        if (pTarget->IsWithinDistInMap(m_caster, GetSpellMaxRange(srange)))
                                            targetExplicit = (Creature*)pTarget;
                                    }
                                }
                            }

                            // no target provided or it was not valid, so use closest in range
                            if (!targetExplicit)
                            {
                                MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*m_caster, i_spellST->second.targetEntry, i_spellST->second.type != SPELL_TARGET_TYPE_DEAD, range);
                                MaNGOS::CreatureLastSearcher<MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(p_Creature, u_check);

                                // Visit all, need to find also Pet* objects
                                Cell::VisitAllObjects(m_caster, searcher, range);

                                range = u_check.GetLastRange();
                            }

                            // always prefer provided target if it's valid
                            if (targetExplicit)
                                creatureScriptTarget = targetExplicit;
                            else if (p_Creature)
                                creatureScriptTarget = p_Creature;

                            if (creatureScriptTarget)
                                goScriptTarget = nullptr;

                            break;
                        }
                    }
                }

                if (creatureScriptTarget)
                {
                    // store coordinates for TARGET_SCRIPT_COORDINATES
                    if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT_COORDINATES ||
                            m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT_COORDINATES)
                    {
                        m_targets.setDestination(creatureScriptTarget->GetPositionX(), creatureScriptTarget->GetPositionY(), creatureScriptTarget->GetPositionZ());

                        if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT_COORDINATES && m_spellInfo->Effect[j] != SPELL_EFFECT_PERSISTENT_AREA_AURA)
                            AddUnitTarget(creatureScriptTarget, SpellEffectIndex(j));
                    }
                    // store explicit target for TARGET_SCRIPT
                    else
                    {
                        if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT ||
                                m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT)
                        {
                            // not sure if every TARGET_SCRIPT requires the same, but this one definetely is checked wrong
                            if (m_spellInfo->Id == 16053 && creatureScriptTarget->GetHealthPercent() < 11)
                                m_targets.setUnitTarget(creatureScriptTarget);

                            AddUnitTarget(creatureScriptTarget, SpellEffectIndex(j));                            
                        }
                    }
                }
                else if (goScriptTarget)
                {
                    // store coordinates for TARGET_SCRIPT_COORDINATES
                    if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT_COORDINATES ||
                            m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT_COORDINATES)
                    {
                        m_targets.setDestination(goScriptTarget->GetPositionX(), goScriptTarget->GetPositionY(), goScriptTarget->GetPositionZ());

                        if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT_COORDINATES && m_spellInfo->Effect[j] != SPELL_EFFECT_PERSISTENT_AREA_AURA)
                            AddGOTarget(goScriptTarget, SpellEffectIndex(j));
                    }
                    // store explicit target for TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT
                    else
                    {
                        if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT ||
                                m_spellInfo->EffectImplicitTargetB[j] == TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT)
                            AddGOTarget(goScriptTarget, SpellEffectIndex(j));
                    }
                }
                //Missing DB Entry or targets for this spellEffect.
                else
                {
                    /* For TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT makes DB targets optional not required for now
                     * TODO: Makes more research for this target type
                     */
                    if (m_spellInfo->EffectImplicitTargetA[j] != TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT)
                    {
                        // not report target not existence for triggered spells
                        if (m_triggeredByAuraSpell || m_IsTriggeredSpell)
                            return SPELL_FAILED_DONT_REPORT;
                        else
                            return SPELL_FAILED_BAD_TARGETS;
                    }
                }
            }
        }
    }

    if (!m_IsTriggeredSpell)
    {
        if (!m_triggeredByAuraSpell)
        {
            SpellCastResult castResult = CheckRange(strict);
            if (castResult != SPELL_CAST_OK)
                return castResult;
            if (Player* playerCaster = m_caster->ToPlayer())
                if (BattleGround* bg = playerCaster->GetBattleGround())
                {
                    castResult = bg->CheckSpellCast(playerCaster, m_spellInfo);
                    if (castResult != SPELL_CAST_OK)
                        return castResult;
                }
        }

        SpellCastResult castResult = CheckPower();
        if (castResult != SPELL_CAST_OK)
            return castResult;

        // triggered spell not affected by stun/etc
        castResult = CheckCasterAuras();
        if (castResult != SPELL_CAST_OK)
            return castResult;
    }

    for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
    {
        // for effects of spells that have only one target
        switch (m_spellInfo->Effect[i])
        {
            case SPELL_EFFECT_DUMMY:
            {
                if (m_spellInfo->SpellIconID == 1648)       // Execute
                {
                    if (!m_targets.getUnitTarget() || m_targets.getUnitTarget()->GetHealth() > m_targets.getUnitTarget()->GetMaxHealth() * 0.2)
                        return SPELL_FAILED_BAD_TARGETS;
                }
                else if (m_spellInfo->SpellIconID == 156)   // Holy Shock
                {
                    // spell different for friends and enemies
                    // hart version required facing
                    if (m_targets.getUnitTarget() && !m_caster->IsFriendlyTo(m_targets.getUnitTarget()) && !m_caster->HasInArc(M_PI_F, m_targets.getUnitTarget()))
                        return SPELL_FAILED_UNIT_NOT_INFRONT;
                }
                else if (m_spellInfo->Id == 13278)      // Gnomish Death Ray
                {
                    if (!m_targets.getUnitTarget() || m_caster->IsFriendlyTo(m_targets.getUnitTarget()))
                        return SPELL_FAILED_BAD_TARGETS;
                }
                break;
            }
            case SPELL_EFFECT_SCHOOL_DAMAGE:
            {
                // Hammer of Wrath
                if (m_spellInfo->SpellVisual == 7250)
                {
                    if (!m_targets.getUnitTarget())
                        return SPELL_FAILED_BAD_IMPLICIT_TARGETS;

                    if (m_targets.getUnitTarget()->GetHealth() > m_targets.getUnitTarget()->GetMaxHealth() * 0.2)
                        return SPELL_FAILED_BAD_TARGETS;
                }
                // Conflagrate
                else if (m_spellInfo->IsFitToFamily<SPELLFAMILY_WARLOCK, CF_WARLOCK_CONFLAGRATE>())
                {
                    if (!m_targets.getUnitTarget())
                        return SPELL_FAILED_BAD_IMPLICIT_TARGETS;

                    // for caster applied auras only
                    bool found = false;
                    auto const & mPeriodic = m_targets.getUnitTarget()->GetAurasByType(SPELL_AURA_PERIODIC_DAMAGE);
                    for (auto i = mPeriodic.begin(); i != mPeriodic.end(); ++i)
                    {
                        // Immolate
                        if ((*i)->GetSpellProto()->IsFitToFamily<SPELLFAMILY_WARLOCK, CF_WARLOCK_IMMOLATE>() &&
                            (*i)->GetCasterGuid() == m_caster->GetObjectGuid())
                        {
                            found = true;
                            break;
                        }
                    }

                    if (!found)
                        return SPELL_FAILED_TARGET_AURASTATE;
                }
                break;
            }
            case SPELL_EFFECT_TAMECREATURE:
            {
                // Spell can be triggered, we need to check original caster prior to caster
                Unit* caster = GetAffectiveCaster();
                if (!caster || caster->GetTypeId() != TYPEID_PLAYER ||
                        !m_targets.getUnitTarget() ||
                        m_targets.getUnitTarget()->GetTypeId() == TYPEID_PLAYER)
                    return SPELL_FAILED_BAD_TARGETS;

                Player* plrCaster = (Player*)caster;

                bool gmmode = m_triggeredBySpellInfo == nullptr;

                if (gmmode && !ChatHandler(plrCaster).FindCommand("npc tame"))
                {
                    plrCaster->SendPetTameFailure(PETTAME_UNKNOWNERROR);
                    return SPELL_FAILED_DONT_REPORT;
                }

                if (plrCaster->getClass() != CLASS_HUNTER && !gmmode)
                {
                    plrCaster->SendPetTameFailure(PETTAME_UNITSCANTTAME);
                    return SPELL_FAILED_DONT_REPORT;
                }

                Creature* target = (Creature*)m_targets.getUnitTarget();

                if (target->IsPet() || target->isCharmed())
                {
                    plrCaster->SendPetTameFailure(PETTAME_CREATUREALREADYOWNED);
                    return SPELL_FAILED_DONT_REPORT;
                }

                if (target->getLevel() > plrCaster->getLevel() && !gmmode)
                {
                    plrCaster->SendPetTameFailure(PETTAME_TOOHIGHLEVEL);
                    return SPELL_FAILED_DONT_REPORT;
                }

                if (!target->GetCreatureInfo()->isTameable())
                {
                    plrCaster->SendPetTameFailure(PETTAME_NOTTAMEABLE);
                    return SPELL_FAILED_DONT_REPORT;
                }

                if (plrCaster->GetPetGuid() || plrCaster->GetCharmGuid() ||
                        sCharacterDatabaseCache.GetCharacterPetByOwner(plrCaster->GetGUIDLow()))
                {
                    plrCaster->SendPetTameFailure(PETTAME_ANOTHERSUMMONACTIVE);
                    return SPELL_FAILED_DONT_REPORT;
                }

                break;
            }
            case SPELL_EFFECT_LEARN_SPELL:
            {
                if (m_spellInfo->EffectImplicitTargetA[i] != TARGET_PET)
                    break;

                Pet* pet = m_caster->GetPet();

                if (!pet)
                    return SPELL_FAILED_NO_PET;

                SpellEntry const *learn_spellproto = sSpellMgr.GetSpellEntry(m_spellInfo->EffectTriggerSpell[i]);

                if (!learn_spellproto)
                    return SPELL_FAILED_NOT_KNOWN;

                if (!pet->CanTakeMoreActiveSpells(learn_spellproto->Id))
                    return SPELL_FAILED_TOO_MANY_SKILLS;

                if (m_spellInfo->spellLevel > pet->getLevel())
                    return SPELL_FAILED_LOWLEVEL;

                if (!pet->HasTPForSpell(learn_spellproto->Id))
                    return SPELL_FAILED_TRAINING_POINTS;

                break;
            }
            case SPELL_EFFECT_LEARN_PET_SPELL:
            {
                Pet* pet = m_caster->GetPet();

                if (!pet)
                    return SPELL_FAILED_NO_PET;

                SpellEntry const *learn_spellproto = sSpellMgr.GetSpellEntry(m_spellInfo->EffectTriggerSpell[i]);

                if (!learn_spellproto)
                    return SPELL_FAILED_NOT_KNOWN;

                if (!pet->CanTakeMoreActiveSpells(learn_spellproto->Id))
                    return SPELL_FAILED_TOO_MANY_SKILLS;

                if (m_spellInfo->spellLevel > pet->getLevel())
                    return SPELL_FAILED_LOWLEVEL;

                if (!pet->HasTPForSpell(learn_spellproto->Id))
                    return SPELL_FAILED_TRAINING_POINTS;

                break;
            }
            case SPELL_EFFECT_FEED_PET:
            {
                if (m_caster->GetTypeId() != TYPEID_PLAYER)
                    return SPELL_FAILED_BAD_TARGETS;

                Item* foodItem = m_targets.getItemTarget();
                if (!foodItem)
                    return SPELL_FAILED_BAD_TARGETS;

                Pet* pet = m_caster->GetPet();

                if (!pet)
                    return SPELL_FAILED_NO_PET;

                if (!pet->HaveInDiet(foodItem->GetProto()))
                    return SPELL_FAILED_WRONG_PET_FOOD;

                if (!pet->GetCurrentFoodBenefitLevel(foodItem->GetProto()->ItemLevel))
                    return SPELL_FAILED_FOOD_LOWLEVEL;

                if (pet->isInCombat())
                    return SPELL_FAILED_AFFECTING_COMBAT;

                break;
            }
            case SPELL_EFFECT_POWER_BURN:
            case SPELL_EFFECT_POWER_DRAIN:
            {
                // Can be area effect, Check only for players and not check if target - caster (spell can have multiply drain/burn effects)
                if (m_caster->GetTypeId() == TYPEID_PLAYER)
                    if (Unit* target = m_targets.getUnitTarget())
                        if (target != m_caster && int32(target->getPowerType()) != m_spellInfo->EffectMiscValue[i])
                            return SPELL_FAILED_BAD_TARGETS;
                break;
            }
            case SPELL_EFFECT_CHARGE:
            {
                if (m_caster->hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_PENDING_ROOT))
                    return SPELL_FAILED_ROOTED;
                // Pas de chemin disponible ?
                if (strict)
                {
                    const SpellRangeEntry *spellRange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
                    Unit* unitTarget = m_targets.getUnitTarget();
                    if (unitTarget && spellRange && spellRange->maxRange > 0.0f)
                    {
                        float x, y, z;
                        unitTarget->GetPosition(x, y, z);

                        if (!m_caster->IsInWater())
                        {
                            float posX, posY, posZ;
                            m_caster->GetPosition(posX, posY, posZ);
                            float ground_Z = m_caster->GetMap()->GetHeight(posX, posY, posZ, true);
                            float z_diff = fabs(ground_Z - posZ);

                            PathInfo path(m_caster);
                            path.SetTransport(m_caster->GetTransport());
                            path.calculate(x, y, z);

                            // On est sur terre, le chemin doit etre valide.
                            if (z_diff < 1.6f && (path.getPathType() & (PATHFIND_INCOMPLETE | PATHFIND_NOPATH)))
                                return SPELL_FAILED_NOPATH;
                            // Dans tous les cas, on interdit un chemin trop long.
                            if (path.Length() > ((spellRange->maxRange + 1.0f) * 1.5f))
                                return SPELL_FAILED_NOPATH;
                        }
                    }
                }
                break;
            }
            case SPELL_EFFECT_SKINNING:
            {
                if (m_caster->GetTypeId() != TYPEID_PLAYER || !m_targets.getUnitTarget() || m_targets.getUnitTarget()->GetTypeId() != TYPEID_UNIT)
                    return SPELL_FAILED_BAD_TARGETS;

                if (!m_targets.getUnitTarget()->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE))
                    return SPELL_FAILED_TARGET_UNSKINNABLE;

                Creature* creature = (Creature*)m_targets.getUnitTarget();
                if (!creature->IsSkinnableBy(m_caster->ToPlayer()))
                    return SPELL_FAILED_TARGET_NOT_LOOTED;

                uint32 skill = creature->GetCreatureInfo()->GetRequiredLootSkill();

                int32 skillValue = ((Player*)m_caster)->GetSkillValue(skill);
                int32 TargetLevel = m_targets.getUnitTarget()->getLevel();
                int32 ReqValue = (skillValue < 100 ? (TargetLevel - 10) * 10 : TargetLevel * 5);
                if (ReqValue > skillValue)
                    return SPELL_FAILED_LOW_CASTLEVEL;

                if (creature->GetCreatureType() != CREATURE_TYPE_CRITTER && (creature->lootForSkin || !creature->loot.isLooted()))
                {
                    /*
                    if (creature->GetEntry() == 10184) // Onyxia, Y U NO SKIN ?
                    {
                        sLog.nostalrius("[OnyxiaSkin] Instance %u Player %s", m_caster->GetInstanceId(), m_caster->GetName());
                        sLog.nostalrius("[OnyxiaSkin] Remaining gold: %u. creature->lootForSkin:%u", creature->loot.gold, creature->lootForSkin);
                        for (LootItemList::const_iterator it = creature->loot.items.begin(); it != creature->loot.items.end(); ++it)
                            sLog.nostalrius("[OnyxiaSkin] Remaining item: %u [Cond%u:Looted%u:Blocked%u:RollWinner%u]", it->itemid, it->conditionId, it->is_looted, it->is_blocked, it->lootOwner.GetCounter());
                    }
                    else
                    */
                    return SPELL_FAILED_TARGET_NOT_LOOTED;
                }

                // chance for fail at orange skinning attempt
                if ((m_selfContainer && (*m_selfContainer) == this) &&
                        skillValue < sWorld.GetConfigMaxSkillValue() &&
                        (ReqValue < 0 ? 0 : ReqValue) > irand(skillValue - 25, skillValue + 37))
                    return SPELL_FAILED_TRY_AGAIN;
                break;
            }
            case SPELL_EFFECT_OPEN_LOCK_ITEM:
            case SPELL_EFFECT_OPEN_LOCK:
            {
                if (m_caster->GetTypeId() != TYPEID_PLAYER)  // only players can open locks, gather etc.
                    return SPELL_FAILED_BAD_TARGETS;

                // we need a go target in case of TARGET_GAMEOBJECT (for other targets acceptable GO and items)
                if (m_spellInfo->EffectImplicitTargetA[i] == TARGET_GAMEOBJECT)
                {
                    if (!m_targets.getGOTarget())
                        return SPELL_FAILED_BAD_TARGETS;
                }

                // get the lock entry
                uint32 lockId = 0;
                if (GameObject* go = m_targets.getGOTarget())
                {
                    // In BattleGround players can use only flags and banners
                    if (((Player*)m_caster)->InBattleGround() &&
                            !((Player*)m_caster)->CanUseBattleGroundObject())
                        return SPELL_FAILED_TRY_AGAIN;
                    lockId = go->GetGOInfo()->GetLockId();
                    if (!lockId)
                        return SPELL_FAILED_ALREADY_OPEN;
                    if (!go->IsUseRequirementMet())
                        return SPELL_FAILED_TRY_AGAIN;
                }
                else if (Item* item = m_targets.getItemTarget())
                {
                    // not own (trade?)
                    Player* itemOwner = item->GetOwner();
                    Player* itemTrader = itemOwner->GetTrader();

                    if (itemOwner != m_caster && itemTrader != m_caster)
                        return SPELL_FAILED_ITEM_GONE;

                    lockId = item->GetProto()->LockID;

                    // if already unlocked
                    if (!lockId || item->HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_UNLOCKED))
                        return SPELL_FAILED_ALREADY_OPEN;
                }
                else
                    return SPELL_FAILED_BAD_TARGETS;

                SkillType skillId = SKILL_NONE;
                int32 reqSkillValue = 0;
                int32 skillValue = 0;

                // check lock compatibility
                SpellCastResult res = CanOpenLock(SpellEffectIndex(i), lockId, skillId, reqSkillValue, skillValue);
                if (res != SPELL_CAST_OK)
                {
                    DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "CanOpenLock fail : erreur %x0x. (Lock%u/Skill%u)", res, lockId, skillId);
                    return res;
                }

                // chance for fail at orange mining/herb/LockPicking gathering attempt
                // second check prevent fail at rechecks
                if (skillId != SKILL_NONE && (!m_selfContainer || ((*m_selfContainer) != this)))
                {
                    bool canFailAtMax = skillId != SKILL_HERBALISM && skillId != SKILL_MINING;

                    // chance for failure in orange gather / lockpick (gathering skill can't fail at maxskill)
                    if ((canFailAtMax || skillValue < sWorld.GetConfigMaxSkillValue()) && reqSkillValue > irand(skillValue - 25, skillValue + 37))
                        return SPELL_FAILED_TRY_AGAIN;
                }
                break;
            }
            case SPELL_EFFECT_SUMMON_DEAD_PET:
            {
                Creature *pet = m_caster->GetPet();
                if (!pet)
                    return SPELL_FAILED_NO_PET;

                if (pet->isAlive())
                    return SPELL_FAILED_ALREADY_HAVE_SUMMON;

                break;
            }
            // Don't make this check for SPELL_EFFECT_SUMMON_CRITTER, SPELL_EFFECT_SUMMON_WILD or SPELL_EFFECT_SUMMON_GUARDIAN.
            // These won't show up in m_caster->GetPetGUID()
            case SPELL_EFFECT_SUMMON:
            case SPELL_EFFECT_SUMMON_PHANTASM:
            case SPELL_EFFECT_SUMMON_DEMON:
                if (m_caster->GetPetGuid())
                    return SPELL_FAILED_ALREADY_HAVE_SUMMON;
            // no break
            case SPELL_EFFECT_SUMMON_POSSESSED:
                if (m_caster->GetCharmGuid())
                    return SPELL_FAILED_ALREADY_HAVE_CHARM;
                break;
            case SPELL_EFFECT_SUMMON_PET:
            {
                if (m_caster->GetPetGuid())                 // let warlock do a replacement summon
                {
                    if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->getClass() == CLASS_WARLOCK)
                    {
                        Pet* pet = ((Player*)m_caster)->GetPet();
                        // Nostalrius : Fix spellId (celui de MaNGOS est post-BC)
                        if (strict && pet)                //starting cast, trigger pet stun (cast by pet so it doesn't attack player)
                            pet->CastSpell(pet, 29825, true, nullptr, nullptr, pet->GetObjectGuid());
                    }
                    else
                        return SPELL_FAILED_ALREADY_HAVE_SUMMON;
                }

                if (m_caster->GetCharmGuid())
                    return SPELL_FAILED_ALREADY_HAVE_CHARM;

                break;
            }
            case SPELL_EFFECT_TRANS_DOOR:
            {
                if (m_caster->getClass() == CLASS_WARLOCK &&  m_spellInfo->Id == 698)
                {
                    if (m_caster->GetTypeId() != TYPEID_PLAYER)
                        return SPELL_FAILED_BAD_TARGETS;
                    if (!((Player*)m_caster)->GetSelectionGuid())
                        return SPELL_FAILED_BAD_TARGETS;

                    Player* target = sObjectMgr.GetPlayer(((Player*)m_caster)->GetSelectionGuid());
                    if (!target || ((Player*)m_caster) == target || !target->IsInSameRaidWith((Player*)m_caster))
                        return SPELL_FAILED_BAD_TARGETS;

                    if (target->isInCombat())
                        return SPELL_FAILED_TARGET_IN_COMBAT;

                    // check if our map is dungeon
                    const MapEntry *mapEntry = sMapStorage.LookupEntry<MapEntry>(m_caster->GetMapId());
                    if (mapEntry && mapEntry->IsDungeon())
                    {
                        if (m_caster->GetMap() != target->GetMap())
                            return SPELL_FAILED_TARGET_NOT_IN_INSTANCE;
                        if (mapEntry->levelMin > target->getLevel())
                            return SPELL_FAILED_LOWLEVEL;
                        if (mapEntry->levelMax && mapEntry->levelMax < target->getLevel())
                            return SPELL_FAILED_HIGHLEVEL;
                    }
                    else if (m_caster->ToPlayer()->InBattleGround())
                        return SPELL_FAILED_NOT_HERE;
                }
                break;
            }
            case SPELL_EFFECT_SUMMON_PLAYER:
            {
                if (m_caster->GetTypeId() != TYPEID_PLAYER)
                    return SPELL_FAILED_BAD_TARGETS;
                if (!((Player*)m_caster)->GetSelectionGuid())
                    return SPELL_FAILED_BAD_TARGETS;

                Player* target = sObjectMgr.GetPlayer(((Player*)m_caster)->GetSelectionGuid());
                if (!target || ((Player*)m_caster) == target || !target->IsInSameRaidWith((Player*)m_caster))
                    return SPELL_FAILED_BAD_TARGETS;

                // check if our map is dungeon
                const MapEntry *mapEntry = sMapStorage.LookupEntry<MapEntry>(m_caster->GetMapId());
                if (mapEntry && mapEntry->IsDungeon())
                {
                    if (m_caster->GetMap() != target->GetMap())
                        return SPELL_FAILED_TARGET_NOT_IN_INSTANCE;
                    if (mapEntry->levelMin > target->getLevel())
                        return SPELL_FAILED_LOWLEVEL;
                    if (mapEntry->levelMax && mapEntry->levelMax < target->getLevel())
                        return SPELL_FAILED_HIGHLEVEL;
                }
                else if (m_caster->ToPlayer()->InBattleGround())
                    return SPELL_FAILED_NOT_HERE;
                break;
            }
            case SPELL_EFFECT_LEAP:
            case SPELL_EFFECT_TELEPORT_UNITS_FACE_CASTER:
            {
                // not allow use this effect at battleground until battleground start (Nostalrius: Blizzlike)
                if (m_caster->GetTypeId() == TYPEID_PLAYER)
                    if (BattleGround const *bg = ((Player*)m_caster)->GetBattleGround())
                        if (bg->GetStatus() != STATUS_IN_PROGRESS)
                            return SPELL_FAILED_TRY_AGAIN;
                // Blizzlike: no blink on transport (client does not handle it)
                if (m_caster->GetTransport())
                    return SPELL_FAILED_NOT_ON_TRANSPORT;
                break;
            }
            case SPELL_EFFECT_DUEL:
            {
                Unit* target = m_targets.getUnitTarget();
                if (target && target->GetTransport() != m_caster->GetTransport())
                    return SPELL_FAILED_NOT_ON_TRANSPORT;
                break;
            }
            default:
                break;
        }
    }

    if (m_spellInfo->IsDispel() && !m_IsTriggeredSpell) // Buff Abolir le poison non concerne par exemple (Debuff a chaque tic)
    {
        uint32 dispelMask     = 0;
        bool bFoundOneDispell = false;
        // Compute Dispel Mask
        for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
        {
            if (m_spellInfo->Effect[i] != SPELL_EFFECT_DISPEL)
                continue;

            // Create dispel mask by dispel type
            uint32 dispel_type = m_spellInfo->EffectMiscValue[i];
            dispelMask |= GetDispellMask(DispelType(dispel_type));
        }
        Unit* unit_target = m_targets.getUnitTarget();
        bool friendly_dispel = unit_target && unit_target->IsFriendlyTo(m_caster);

        if (unit_target &&
                // Check immune for offensive dispel
                (!unit_target->IsImmuneToSchoolMask(GetSpellSchoolMask(m_spellInfo)) ||
                 friendly_dispel))
        {
            if (!friendly_dispel && !m_caster->IsValidAttackTarget(unit_target))
                return SPELL_FAILED_BAD_TARGETS;

            auto const& auras = unit_target->GetSpellAuraHolderMap();
            for (auto itr = auras.begin(); itr != auras.end(); ++itr)
            {
                SpellAuraHolder *holder = itr->second;
                if ((1 << holder->GetSpellProto()->Dispel) & dispelMask)
                {
                    if (holder->GetSpellProto()->Dispel == DISPEL_MAGIC)
                    {
                        bool positive = holder->IsPositive();
                        // do not remove positive auras if friendly target
                        //               negative auras if non-friendly target
                        if (positive == friendly_dispel)
                            continue;
                    }
                    if (holder->GetSpellProto()->Dispel == DISPEL_POISON)
                    {
                        switch (m_spellInfo->Id)
                        {
                            case 7932:       // Anti-Venom
                                if (holder->GetSpellProto()->spellLevel > 25)
                                    return SPELL_FAILED_HIGHLEVEL;
                                break;
                            case 7933:      // Strong Anti-Venom
                                if (holder->GetSpellProto()->spellLevel > 35)
                                    return SPELL_FAILED_HIGHLEVEL;
                                break;
                            case 23786:     // Powerful Anti-Venom
                                if (holder->GetSpellProto()->spellLevel > 60)
                                    return SPELL_FAILED_HIGHLEVEL;
                                break;
                        }
                    }
                    bFoundOneDispell = true;
                    break;
                }
            }
        }
        if (!bFoundOneDispell)
        {
            return SPELL_FAILED_NOTHING_TO_DISPEL;
        }
    }

    for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
    {
        switch (m_spellInfo->EffectApplyAuraName[i])
        {
            case SPELL_AURA_MOD_POSSESS:
            {
                if (m_caster->GetTypeId() != TYPEID_PLAYER)
                    return SPELL_FAILED_BAD_TARGETS;

                if (m_targets.getUnitTarget() == m_caster)
                    return SPELL_FAILED_BAD_TARGETS;

                if (m_caster->GetPetGuid())
                    return SPELL_FAILED_ALREADY_HAVE_SUMMON;

                if (m_caster->GetCharmGuid())
                    return SPELL_FAILED_ALREADY_HAVE_CHARM;

                if (m_caster->GetCharmerGuid())
                    return SPELL_FAILED_CHARMED;

                if (!m_targets.getUnitTarget())
                    return SPELL_FAILED_BAD_IMPLICIT_TARGETS;

                if (m_targets.getUnitTarget()->GetCharmerGuid())
                    return SPELL_FAILED_CHARMED;

                if (m_spellInfo->Id != 530) // Spell for ".possess" command.
                    if (int32(m_targets.getUnitTarget()->getLevel()) > CalculateDamage(SpellEffectIndex(i), m_targets.getUnitTarget()))
                        return SPELL_FAILED_HIGHLEVEL;

                break;
            }
            case SPELL_AURA_MOD_CHARM:
            {
                if (m_targets.getUnitTarget() == m_caster)
                    return SPELL_FAILED_BAD_TARGETS;

                if (m_caster->GetPetGuid())
                    return SPELL_FAILED_ALREADY_HAVE_SUMMON;

                if (m_caster->GetCharmGuid())
                    return SPELL_FAILED_ALREADY_HAVE_CHARM;

                if (m_caster->GetCharmerGuid())
                    return SPELL_FAILED_CHARMED;

                if (!m_targets.getUnitTarget())
                    return SPELL_FAILED_BAD_IMPLICIT_TARGETS;

                if (m_targets.getUnitTarget()->GetCharmerGuid())
                    return SPELL_FAILED_CHARMED;

                if (int32(m_targets.getUnitTarget()->getLevel()) > CalculateDamage(SpellEffectIndex(i), m_targets.getUnitTarget()))
                    return SPELL_FAILED_HIGHLEVEL;

                // Mob tapped par un autre groupe.
                if (Player* caster = m_caster->ToPlayer())
                    if (Creature* crea = m_targets.getUnitTarget()->ToCreature())
                        if (crea->GetLootGroupRecipientId() || crea->GetLootRecipientGuid())
                            if (!crea->IsTappedBy(caster))
                                return SPELL_FAILED_CANT_CAST_ON_TAPPED;
                break;
            }
            case SPELL_AURA_MOD_POSSESS_PET:
            {
                if (m_caster->GetTypeId() != TYPEID_PLAYER)
                    return SPELL_FAILED_BAD_TARGETS;

                if (m_caster->GetCharmGuid())
                    return SPELL_FAILED_ALREADY_HAVE_CHARM;

                if (m_caster->GetCharmerGuid())
                    return SPELL_FAILED_CHARMED;

                Pet* pet = m_caster->GetPet();
                if (!pet)
                    return SPELL_FAILED_NO_PET;

                if (pet->GetCharmerGuid())
                    return SPELL_FAILED_CHARMED;

                break;
            }
            case SPELL_AURA_MOUNTED:
            {
                if (m_caster->IsInWater())
                    return SPELL_FAILED_ONLY_ABOVEWATER;

                if (m_caster->GetTypeId() == TYPEID_PLAYER && ((Player*)m_caster)->GetTransport())
                    return SPELL_FAILED_NO_MOUNTS_ALLOWED;

                /// Specific case for Temple of Ahn'Qiraj mounts as they are usable only in AQ40 and are the only mounts allowed here
                /// TBC and above handle this by using m_spellInfo->AreaId
                bool isAQ40Mount = false;

                switch (m_spellInfo->Id)
                {
                    case 25863:    // spell used by ingame item for Black Qiraji mount (legendary reward)
                    case 26655:    // spells also related to Black Qiraji mount but use/trigger unknown
                    case 26656:
                    case 31700:
                        if (m_caster->GetMapId() == 531)
                            isAQ40Mount = true;
                        break;
                    case 25953:    // spells of the 4 regular AQ40 mounts
                    case 26054:
                    case 26055:
                    case 26056:
                        if (m_caster->GetMapId() == 531)
                        {
                            isAQ40Mount = true;
                            break;
                        }
                        else
                            return SPELL_FAILED_NOT_HERE;
                    default:
                        break;
                }

                // Ignore map check if spell have AreaId. AreaId already checked and this prevent special mount spells
                if (!isAQ40Mount && m_caster->GetTypeId() == TYPEID_PLAYER && !sMapStorage.LookupEntry<MapEntry>(m_caster->GetMapId())->IsMountAllowed() && !m_IsTriggeredSpell) //[-ZERO] && !m_spellInfo->AreaId)
                    return SPELL_FAILED_NO_MOUNTS_ALLOWED;

                if (m_caster->GetAreaId() == 35)
                    return SPELL_FAILED_NO_MOUNTS_ALLOWED;

                if (m_caster->IsInDisallowedMountForm())
                    return SPELL_FAILED_NOT_SHAPESHIFT;

                break;
            }
            case SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS:
            {
                if (!m_targets.getUnitTarget())
                    return SPELL_FAILED_BAD_IMPLICIT_TARGETS;

                // can be casted at non-friendly unit or own pet/charm
                if (m_caster->IsFriendlyTo(m_targets.getUnitTarget()))
                    return SPELL_FAILED_TARGET_FRIENDLY;

                break;
            }
            case SPELL_AURA_PERIODIC_MANA_LEECH:
            {
                if (!m_targets.getUnitTarget())
                    return SPELL_FAILED_BAD_IMPLICIT_TARGETS;

                if (m_caster->GetTypeId() != TYPEID_PLAYER || m_CastItem)
                    break;

                if (m_targets.getUnitTarget()->getPowerType() != POWER_MANA)
                    return SPELL_FAILED_BAD_TARGETS;

                break;
            }
            case SPELL_AURA_MOD_SHAPESHIFT:
            {
                if (m_caster->HasAura(23397)) // Ustaag <Nostalrius> : Nefarian Warrior Class Call
                    return SPELL_FAILED_NOT_SHAPESHIFT;
                break;
            }
            case SPELL_AURA_MOD_STALKED:
            {
                if (!m_targets.getUnitTarget())
                    return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
                // Example: Hunter's mark #1130
                if (m_spellInfo->EffectImplicitTargetA[i] == TARGET_UNIT_TARGET_ANY &&
                    !m_caster->IsValidAttackTarget(m_targets.getUnitTarget()) &&
                    !m_spellInfo->IsFitToFamily<SPELLFAMILY_PRIEST, CF_PRIEST_MIND_VISION>())   // exception for mind vision
                    return SPELL_FAILED_BAD_TARGETS;
                break;
            }
            default:
                break;
        }
    }

    // check trade slot case (last, for allow catch any another cast problems)
    if (m_targets.m_targetMask & TARGET_FLAG_TRADE_ITEM)
    {
        if (m_caster->GetTypeId() != TYPEID_PLAYER)
            return SPELL_FAILED_NOT_TRADING;

        Player *pCaster = ((Player*)m_caster);
        TradeData* my_trade = pCaster->GetTradeData();

        if (!my_trade)
            return SPELL_FAILED_NOT_TRADING;

        TradeSlots slot = TradeSlots(m_targets.getItemTargetGuid().GetRawValue());
        if (slot != TRADE_SLOT_NONTRADED)
            return SPELL_FAILED_ITEM_NOT_READY;

        // if trade not complete then remember it in trade data
        if (!my_trade->IsInAcceptProcess())
        {
            // Spell will be casted at completing the trade. Silently ignore at this place
            my_trade->SetSpell(m_spellInfo->Id, m_CastItem);
            return SPELL_FAILED_DONT_REPORT;
        }
    }

    // all ok
    return SPELL_CAST_OK;
}

SpellCastResult Spell::CheckPetCast(Unit* target)
{
    if (!m_caster->isAlive())
        return SPELL_FAILED_CASTER_DEAD;

    if (m_caster->IsNonMeleeSpellCasted(false))              //prevent spellcast interruption by another spellcast
        return SPELL_FAILED_SPELL_IN_PROGRESS;
    if (m_caster->isInCombat() && IsNonCombatSpell(m_spellInfo))
        return SPELL_FAILED_AFFECTING_COMBAT;

    if (m_caster->GetTypeId() == TYPEID_UNIT && (((Creature*)m_caster)->IsPet() || m_caster->isCharmed()))
    {
        //dead owner (pets still alive when owners ressed?)
        if (m_caster->GetCharmerOrOwner() && !m_caster->GetCharmerOrOwner()->isAlive())
            return SPELL_FAILED_CASTER_DEAD;

        if (!target && m_targets.getUnitTarget())
            target = m_targets.getUnitTarget();

        bool need = false;
        for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
        {
            if (m_spellInfo->EffectImplicitTargetA[i] == TARGET_CHAIN_DAMAGE ||
                    m_spellInfo->EffectImplicitTargetA[i] == TARGET_SINGLE_FRIEND ||
                    m_spellInfo->EffectImplicitTargetA[i] == TARGET_SINGLE_FRIEND_2 ||
                    m_spellInfo->EffectImplicitTargetA[i] == TARGET_UNIT_TARGET_ANY ||
                    m_spellInfo->EffectImplicitTargetA[i] == TARGET_SINGLE_PARTY ||
                    m_spellInfo->EffectImplicitTargetA[i] == TARGET_CURRENT_ENEMY_COORDINATES)
            {
                need = true;
                if (!target)
                    return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
                break;
            }
        }
        if (need)
            m_targets.setUnitTarget(target);

        Unit* _target = m_targets.getUnitTarget();

        if (_target)                                         //for target dead/target not valid
        {
            if (!_target->isTargetableForAttack())
                return SPELL_FAILED_BAD_TARGETS;            // guessed error

            // SPELL_EFFECT_DISPEL -> Positive or negative depending on the target
            if (IsPositiveSpell(m_spellInfo->Id) && !IsSpellHaveEffect(m_spellInfo, SPELL_EFFECT_DISPEL))
            {
                if (m_caster->IsHostileTo(_target))
                    return SPELL_FAILED_BAD_TARGETS;
            }
            else
            {
                bool checkValidAttackTarget = true;
                for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
                {
                    if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ANY ||
                        m_spellInfo->EffectImplicitTargetA[j] == TARGET_IN_FRONT_OF_CASTER ||
                        m_spellInfo->EffectImplicitTargetA[j] == TARGET_CASTER_COORDINATES)
                        checkValidAttackTarget = false;
                }
                if (checkValidAttackTarget && !m_caster->IsValidAttackTarget(_target))
                    return SPELL_FAILED_BAD_TARGETS;
            }
        }
        //cooldown
        if (m_caster->HasSpellCooldown(m_spellInfo->Id) || m_caster->HasSpellCategoryCooldown(m_spellInfo->Category))
            return SPELL_FAILED_NOT_READY;
    }

    return CheckCast(true);
}

SpellCastResult Spell::CheckCasterAuras() const
{
    // Flag drop spells totally immuned to caster auras
    // FIXME: find more nice check for all totally immuned spells
    // AttributesEx3 & 0x10000000?
    if (m_spellInfo->Id == 23336 ||                         // Alliance Flag Drop
            m_spellInfo->Id == 23334)                           // Horde Flag Drop
        return SPELL_CAST_OK;

    uint8 school_immune = 0;
    uint32 mechanic_immune = 0;
    uint32 dispel_immune = 0;

    // Check if the spell grants school or mechanic immunity.
    // We use bitmasks so the loop is done only once and not on every aura check below.
    if (m_spellInfo->AttributesEx & SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY)
    {
        for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
        {
            if (m_spellInfo->EffectApplyAuraName[i] == SPELL_AURA_SCHOOL_IMMUNITY)
                school_immune |= uint32(m_spellInfo->EffectMiscValue[i]);
            else if (m_spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MECHANIC_IMMUNITY)
                mechanic_immune |= 1 << uint32(m_spellInfo->EffectMiscValue[i] - 1);
            else if (m_spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MECHANIC_IMMUNITY_MASK)
                mechanic_immune |= uint32(m_spellInfo->EffectMiscValue[i]);
            else if (m_spellInfo->EffectApplyAuraName[i] == SPELL_AURA_DISPEL_IMMUNITY)
                dispel_immune |= GetDispellMask(DispelType(m_spellInfo->EffectMiscValue[i]));
        }
    }

    // Check whether the cast should be prevented by any state you might have.
    SpellCastResult prevented_reason = SPELL_CAST_OK;
    // Have to check if there is a stun aura. Otherwise will have problems with ghost aura apply while logging out
    uint32 unitflag = m_caster->GetUInt32Value(UNIT_FIELD_FLAGS);     // Get unit state
    /*[-ZERO]    if (unitflag & UNIT_FLAG_STUNNED && !(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_STUNNED))
            prevented_reason = SPELL_FAILED_STUNNED;
        else if (unitflag & UNIT_FLAG_CONFUSED && !(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_CONFUSED))
            prevented_reason = SPELL_FAILED_CONFUSED;
        else if (unitflag & UNIT_FLAG_FLEEING && !(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_FEARED))
            prevented_reason = SPELL_FAILED_FLEEING;
        else */
    if (m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE &&
            (unitflag & UNIT_FLAG_SILENCED ||
             m_caster->IsSpellProhibited(m_spellInfo))) // Nostalrius : fix contresort des mobs.
        prevented_reason = SPELL_FAILED_SILENCED;
    else if (unitflag & UNIT_FLAG_PACIFIED && m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY)
        prevented_reason = SPELL_FAILED_PACIFIED;

    // Attr must make flag drop spell totally immune from all effects
    if (prevented_reason != SPELL_CAST_OK)
    {
        if (school_immune || mechanic_immune || dispel_immune)
        {
            //Checking auras is needed now, because you are prevented by some state but the spell grants immunity.
            auto const& auras = m_caster->GetSpellAuraHolderMap();
            for (auto itr = auras.begin(); itr != auras.end(); ++itr)
            {
                SpellAuraHolder *holder = itr->second;
                SpellEntry const * pEntry = holder->GetSpellProto();

                if ((GetSpellSchoolMask(pEntry) & school_immune) && !(pEntry->AttributesEx & SPELL_ATTR_EX_UNAFFECTED_BY_SCHOOL_IMMUNE))
                    continue;
                if ((1 << (pEntry->Dispel)) & dispel_immune)
                    continue;

                for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
                {
                    Aura *aura = holder->GetAuraByEffectIndex(SpellEffectIndex(i));
                    if (!aura)
                        continue;

                    if (GetSpellMechanicMask(pEntry, 1 << i) & mechanic_immune)
                        continue;
                    // Make a second check for spell failed so the right SPELL_FAILED message is returned.
                    // That is needed when your casting is prevented by multiple states and you are only immune to some of them.
                    switch (aura->GetModifier()->m_auraname)
                    {
                        /* Zero
                        case SPELL_AURA_MOD_STUN:
                            if (!(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_STUNNED))
                                return SPELL_FAILED_STUNNED;
                            break;
                        case SPELL_AURA_MOD_CONFUSE:
                            if (!(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_CONFUSED))
                                return SPELL_FAILED_CONFUSED;
                            break;
                        case SPELL_AURA_MOD_FEAR:
                            if (!(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_FEARED))
                                return SPELL_FAILED_FLEEING;
                            break;
                        */
                        case SPELL_AURA_MOD_SILENCE:
                        case SPELL_AURA_MOD_PACIFY:
                        case SPELL_AURA_MOD_PACIFY_SILENCE:
                            if (m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY)
                                return SPELL_FAILED_PACIFIED;
                            else if (m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE)
                                return SPELL_FAILED_SILENCED;
                            break;
                        default:
                            break;
                    }
                }
            }
        }
        // You are prevented from casting and the spell casted does not grant immunity. Return a failed error.
        else
            return prevented_reason;
    }
    return SPELL_CAST_OK;
}

bool Spell::CanAutoCast(Unit* target)
{
    ObjectGuid targetguid = target->GetObjectGuid();

    // Nostalrius - par exemple roder ne doit pas se declencher si on envoie le pet attaquer.
    // Sinon le pet revient a cause de cet attribut :
    if (m_spellInfo->Attributes & SPELL_ATTR_STOP_ATTACK_TARGET && m_caster->getVictim())
        return false;

    // 2947 - Fire Shield, rank 1 enUS
    // When set to auto-cast, the Imp will cast this on any party members within 30 yds if they receive a melee attack.
    if (m_spellInfo->IsFitToFamily<SPELLFAMILY_WARLOCK, CF_WARLOCK_IMP_BUFFS>() && m_spellInfo->SpellVisual == 289)
        if (!target->getAttackerForHelper())
            return false;

    bool fullHealSpell = true;
    for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
    {
        if (m_spellInfo->Effect[j] && m_spellInfo->EffectApplyAuraName[j] != SPELL_AURA_PERIODIC_HEAL)
            fullHealSpell = false;
        if (m_spellInfo->Effect[j] == SPELL_EFFECT_APPLY_AURA)
        {
            if (m_spellInfo->StackAmount <= 1)
            {
                if (target->HasAura(m_spellInfo->Id, SpellEffectIndex(j)))
                    return false;
            }
            else
            {
                if (Aura* aura = target->GetAura(m_spellInfo->Id, SpellEffectIndex(j)))
                    if (aura->GetStackAmount() >= m_spellInfo->StackAmount)
                        return false;
            }
        }
        else if (IsAreaAuraEffect(m_spellInfo->Effect[j]))
        {
            if (target->HasAura(m_spellInfo->Id, SpellEffectIndex(j)))
                return false;
        }
    }

    // Dont waste mana to heal someone already full life.
    if (fullHealSpell && target->GetMaxHealth() == target->GetHealth())
        return false;
    SpellCastResult result = CheckPetCast(target);

    if (result == SPELL_CAST_OK || result == SPELL_FAILED_UNIT_NOT_INFRONT)
    {
        FillTargetMap();
        //check if among target units, our WANTED target is as well (->only self cast spells return false)
        for (TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
            if (!ihit->deleted && ihit->targetGUID == targetguid)
                return true;
    }
    return false;                                           //target invalid
}

SpellCastResult Spell::CheckRange(bool strict)
{
    Unit *target = m_targets.getUnitTarget();
    // Pour 'TARGET_PET', 'getUnitTarget' renvoit le caster >.<
    for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
        if (m_spellInfo->EffectImplicitTargetA[i] == TARGET_PET)
            if (m_caster)
                if (Pet* pPet = m_caster->GetPet())
                    target = pPet;

    // special range cases
    switch (m_spellInfo->rangeIndex)
    {
        // self cast doesn't need range checking -- also for Starshards fix
        case SPELL_RANGE_IDX_SELF_ONLY:
            return SPELL_CAST_OK;
        // combat range spells are treated differently
        case SPELL_RANGE_IDX_COMBAT:
        {
            if (target)
            {
                if (target == m_caster || IsNextMeleeSwingSpell())
                    return SPELL_CAST_OK;
                // Nostalrius : requiert cible devant pour ces sorts !
                if (!m_caster->HasInArc(M_PI_F, target))
                    return SPELL_FAILED_UNIT_NOT_INFRONT;
                float range_mod = strict ? 1.25f : 6.25f;
                // Mouvements -> desync
                if (m_caster->IsPlayer())
                    if (m_caster->IsMoving())
                        range_mod += 1.5f;
                if (target->IsPlayer())
                    if (target->IsMoving())
                        range_mod += 1.5f;

                float base = ATTACK_DISTANCE;
                if (Player* modOwner = m_caster->GetSpellModOwner())
                    range_mod += modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, base, this);

                // with additional 5 dist for non stricted case (some melee spells have delay in apply
                return m_caster->CanReachWithMeleeSpellAttack(target, range_mod) ? SPELL_CAST_OK : SPELL_FAILED_OUT_OF_RANGE;
            }
            break;                                          // let continue in generic way for no target
        }
    }

    //add radius of caster and ~5 yds "give" for non stricred (landing) check
    float range_mod = strict ? 1.25f : 6.25;

    SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
    float max_range = GetSpellMaxRange(srange);
    float min_range = GetSpellMinRange(srange);

    if (Player* modOwner = m_caster->GetSpellModOwner())
        modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, max_range, this);

    max_range += range_mod;

    GameObject* go = m_targets.getGOTarget(); // Check range d'un gobj pour crochetage
    if (go)
    {
        // distance from target in checks
        float dist = m_caster->GetDistance(go);

        if (dist > max_range)
            return SPELL_FAILED_OUT_OF_RANGE;
    }
    if (target && target != m_caster)
    {
        // distance from target in checks
        float dist = m_caster->GetCombatDistance(target);

        if (dist > max_range)
            return SPELL_FAILED_OUT_OF_RANGE;
        if (min_range && dist < min_range)
            return SPELL_FAILED_TOO_CLOSE;
        if (m_caster->GetTypeId() == TYPEID_PLAYER &&
                (sSpellMgr.GetSpellFacingFlag(m_spellInfo->Id) & SPELL_FACING_FLAG_INFRONT) && !m_caster->HasInArc(M_PI_F, target))
            return SPELL_FAILED_UNIT_NOT_INFRONT;
    }

    // TODO verify that such spells really use bounding radius
    if (m_targets.m_targetMask == TARGET_FLAG_DEST_LOCATION && m_targets.m_destX != 0 && m_targets.m_destY != 0 && m_targets.m_destZ != 0)
    {
        if (!m_caster->IsWithinDist3d(m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ, max_range))
            return SPELL_FAILED_OUT_OF_RANGE;
        if (min_range && m_caster->IsWithinDist3d(m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ, min_range))
            return SPELL_FAILED_TOO_CLOSE;
    }

    return SPELL_CAST_OK;
}

uint32 Spell::CalculatePowerCost(SpellEntry const* spellInfo, Unit* caster, Spell* spell, Item* castItem)
{
    // item cast not used power
    if (castItem)
        return 0;

    // Spell drain all exist power on cast (Only paladin lay of Hands)
    if (spellInfo->AttributesEx & SPELL_ATTR_EX_DRAIN_ALL_POWER)
    {
        // If power type - health drain all
        if (spellInfo->powerType == POWER_HEALTH)
            return caster->GetHealth();
        // Else drain all power
        if (spellInfo->powerType < MAX_POWERS)
            return caster->GetPower(Powers(spellInfo->powerType));
        sLog.outError("Spell::CalculateManaCost: Unknown power type '%d' in spell %d", spellInfo->powerType, spellInfo->Id);
        return 0;
    }

    // Base powerCost
    int32 powerCost = spellInfo->manaCost;
    // PCT cost from total amount
    if (spellInfo->ManaCostPercentage)
    {
        switch (spellInfo->powerType)
        {
            // health as power used
            case POWER_HEALTH:
                powerCost += spellInfo->ManaCostPercentage * caster->GetCreateHealth() / 100;
                break;
            case POWER_MANA:
                powerCost += spellInfo->ManaCostPercentage * caster->GetCreateMana() / 100;
                break;
            case POWER_RAGE:
            case POWER_FOCUS:
            case POWER_ENERGY:
            case POWER_HAPPINESS:
                powerCost += spellInfo->ManaCostPercentage * caster->GetMaxPower(Powers(spellInfo->powerType)) / 100;
                break;
            default:
                sLog.outError("Spell::CalculateManaCost: Unknown power type '%d' in spell %d", spellInfo->powerType, spellInfo->Id);
                return 0;
        }
    }
    SpellSchools school = GetFirstSchoolInMask(spell ? spell->m_spellSchoolMask : GetSpellSchoolMask(spellInfo));
    // Flat mod from caster auras by spell school
    powerCost += caster->GetInt32Value(UNIT_FIELD_POWER_COST_MODIFIER + school);
    // Shiv - costs 20 + weaponSpeed*10 energy (apply only to non-triggered spell with energy cost)
    if (spellInfo->AttributesEx4 & SPELL_ATTR_EX4_SPELL_VS_EXTEND_COST)
        powerCost += caster->GetAttackTime(OFF_ATTACK) / 100;
    // Apply cost mod by spell
    if (spell)
        if (Player* modOwner = caster->GetSpellModOwner())
            modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_COST, powerCost, spell);

    if (spellInfo->Attributes & SPELL_ATTR_LEVEL_DAMAGE_CALCULATION)
        powerCost = int32(powerCost / (1.117f * spellInfo->spellLevel / caster->getLevel() - 0.1327f));

    // PCT mod from user auras by school
    powerCost = int32(powerCost * (1.0f + caster->GetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER + school)));
    if (powerCost < 0)
        powerCost = 0;
    return powerCost;
}

SpellCastResult Spell::CheckPower() const
{
    // item cast not used power
    if (m_CastItem || m_IsTriggeredSpell)
        return SPELL_CAST_OK;

    // health as power used - need check health amount
    if (m_spellInfo->powerType == POWER_HEALTH)
    {
        if (m_caster->GetHealth() <= m_powerCost)
            return SPELL_FAILED_CASTER_AURASTATE;
        return SPELL_CAST_OK;
    }

    // Check valid power type
    if (m_spellInfo->powerType >= MAX_POWERS)
    {
        sLog.outError("Spell::CheckMana: Unknown power type '%d'", m_spellInfo->powerType);
        return SPELL_FAILED_DONT_REPORT;
    }

    // Check power amount
    Powers powerType = Powers(m_spellInfo->powerType);
    if (m_caster->GetPower(powerType) < m_powerCost)
        return SPELL_FAILED_NO_POWER;

    return SPELL_CAST_OK;
}

bool Spell::IgnoreItemRequirements() const
{
    if (m_IsTriggeredSpell)
    {
        /// Not own traded item (in trader trade slot) req. reagents including triggered spell case
        if (Item* targetItem = m_targets.getItemTarget())
            if (targetItem->GetOwnerGuid() != m_caster->GetObjectGuid())
                return false;

        /// Some triggered spells have same reagents that have master spell
        /// expected in test: master spell have reagents in first slot then triggered don't must use own
        if (m_triggeredBySpellInfo && !m_triggeredBySpellInfo->Reagent[0])
            return false;

        return true;
    }

    return false;
}

SpellCastResult Spell::CheckItems()
{
    if (m_caster->GetTypeId() != TYPEID_PLAYER)
        return SPELL_CAST_OK;

    Player* p_caster = (Player*)m_caster;

    // cast item checks
    if (m_CastItem)
    {
        if (m_CastItem->IsInTrade())
            return SPELL_FAILED_ITEM_GONE;

        uint32 itemid = m_CastItem->GetEntry();
        if (!p_caster->HasItemCount(itemid, 1))
            return SPELL_FAILED_ITEM_NOT_READY;

        ItemPrototype const *proto = m_CastItem->GetProto();
        if (!proto)
            return SPELL_FAILED_ITEM_NOT_READY;

        for (int i = 0; i < 5; ++i)
            if (proto->Spells[i].SpellCharges)
                if (m_CastItem->GetSpellCharges(i) == 0)
                    return SPELL_FAILED_NO_CHARGES_REMAIN;

        // consumable cast item checks
        if (proto->Class == ITEM_CLASS_CONSUMABLE && m_targets.getUnitTarget())
        {
            // such items should only fail if there is no suitable effect at all - see Rejuvenation Potions for example
            SpellCastResult failReason = SPELL_CAST_OK;
            for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
            {
                // skip check, pet not required like checks, and for TARGET_PET m_targets.getUnitTarget() is not the real target but the caster
                if (m_spellInfo->EffectImplicitTargetA[i] == TARGET_PET)
                    continue;

                if (m_spellInfo->Effect[i] == SPELL_EFFECT_HEAL)
                {
                    if (m_targets.getUnitTarget()->GetHealth() == m_targets.getUnitTarget()->GetMaxHealth())
                    {
                        failReason = SPELL_FAILED_ALREADY_AT_FULL_HEALTH;
                        continue;
                    }
                    else
                    {
                        failReason = SPELL_CAST_OK;
                        break;
                    }
                }

                // Mana Potion, Rage Potion, Thistle Tea(Rogue), ...
                if (m_spellInfo->Effect[i] == SPELL_EFFECT_ENERGIZE)
                {
                    if (m_spellInfo->EffectMiscValue[i] < 0 || m_spellInfo->EffectMiscValue[i] >= MAX_POWERS)
                    {
                        failReason = SPELL_FAILED_ALREADY_AT_FULL_POWER;
                        continue;
                    }

                    Powers power = Powers(m_spellInfo->EffectMiscValue[i]);
                    if (m_targets.getUnitTarget()->GetPower(power) == m_targets.getUnitTarget()->GetMaxPower(power))
                    {
                        failReason = SPELL_FAILED_ALREADY_AT_FULL_POWER;
                        continue;
                    }
                    else
                    {
                        failReason = SPELL_CAST_OK;
                        break;
                    }
                }
            }
            if (failReason != SPELL_CAST_OK)
                return failReason;
        }
    }

    // check target item (for triggered case not report error)
    if (m_targets.getItemTargetGuid())
    {
        if (m_caster->GetTypeId() != TYPEID_PLAYER)
            return m_IsTriggeredSpell && !(m_targets.m_targetMask & TARGET_FLAG_TRADE_ITEM)
                   ? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_BAD_TARGETS;

        if (!m_targets.getItemTarget())
            return m_IsTriggeredSpell  && !(m_targets.m_targetMask & TARGET_FLAG_TRADE_ITEM)
                   ? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_ITEM_GONE;

        if (!m_targets.getItemTarget()->IsFitToSpellRequirements(m_spellInfo))
            return m_IsTriggeredSpell  && !(m_targets.m_targetMask & TARGET_FLAG_TRADE_ITEM)
                   ? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;
    }
    // if not item target then required item must be equipped (for triggered case not report error)
    else
    {
        if (m_caster->GetTypeId() == TYPEID_PLAYER && !((Player*)m_caster)->HasItemFitToSpellReqirements(m_spellInfo))
            return m_IsTriggeredSpell ? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;
    }

    // check spell focus object
    if (m_spellInfo->RequiresSpellFocus)
    {
        const float MAX_GAMEOBJECT_FOCUS_DISTANCE = 10.0f; // Max in DB is actually 7
        GameObject* ok = nullptr;
        MaNGOS::GameObjectFocusCheck go_check(m_caster, m_spellInfo->RequiresSpellFocus);
        MaNGOS::GameObjectSearcher<MaNGOS::GameObjectFocusCheck> checker(ok, go_check);
        Cell::VisitGridObjects(m_caster, checker, MAX_GAMEOBJECT_FOCUS_DISTANCE);

        if (!ok)
            return SPELL_FAILED_REQUIRES_SPELL_FOCUS;

        focusObject = ok;                                   // game object found in range
    }

    // check reagents (ignore triggered spells with reagents processed by original spell) and special reagent ignore case.
    if (!IgnoreItemRequirements())
    {
        if (!p_caster->CanNoReagentCast(m_spellInfo))
        {
            for (uint32 i = 0; i < MAX_SPELL_REAGENTS; ++i)
            {
                if (m_spellInfo->Reagent[i] <= 0)
                    continue;

                uint32 itemid    = m_spellInfo->Reagent[i];
                uint32 itemcount = m_spellInfo->ReagentCount[i];

                // if CastItem is also spell reagent
                if (m_CastItem && m_CastItem->GetEntry() == itemid)
                {
                    ItemPrototype const *proto = m_CastItem->GetProto();
                    if (!proto)
                        return SPELL_FAILED_ITEM_NOT_READY;
                    for (int s = 0; s < MAX_ITEM_PROTO_SPELLS; ++s)
                    {
                        // CastItem will be used up and does not count as reagent
                        int32 charges = m_CastItem->GetSpellCharges(s);
						if (proto->Spells[s].SpellCharges < 0 && abs(charges) < 2)
                        {
                            ++itemcount;
                            break;
                        }
                    }
                }

                if (!p_caster->HasItemCount(itemid, itemcount))
                    return SPELL_FAILED_ITEM_NOT_READY;
            }
        }

        // check totem-item requirements (items presence in inventory)
        uint32 totems = MAX_SPELL_TOTEMS;
        for (int i = 0; i < MAX_SPELL_TOTEMS ; ++i)
        {
            if (m_spellInfo->Totem[i] != 0)
            {
                if (p_caster->HasItemCount(m_spellInfo->Totem[i], 1))
                {
                    totems -= 1;
                    continue;
                }
            }
            else
                totems -= 1;
        }

        if (totems != 0)
            return SPELL_FAILED_ITEM_GONE;                      //[-ZERO] not sure of it

        /*[-ZERO] to rewrite?
        // Check items for TotemCategory  (items presence in inventory)
        uint32 TotemCategory = MAX_SPELL_TOTEM_CATEGORIES;
        for(int i= 0; i < MAX_SPELL_TOTEM_CATEGORIES; ++i)
        {
            if (m_spellInfo->TotemCategory[i] != 0)
            {
                if (p_caster->HasItemTotemCategory(m_spellInfo->TotemCategory[i]))
                {
                    TotemCategory -= 1;
                    continue;
                }
            }
            else
                TotemCategory -= 1;
        }

        if (TotemCategory != 0)
            return SPELL_FAILED_TOTEM_CATEGORY;                 //0x7B
        */
    }

    switch (m_spellInfo->Id)
    {
        case  6201:                                 // Healthstone creating spells
        case  6202:
        case  5699:
        case 11729:
        case 11730:
        case 27230:
        {
            if (!p_caster)
                break;
            uint32 rank = 0;
            Unit::AuraList const& mDummyAuras = p_caster->GetAurasByType(SPELL_AURA_DUMMY);
            for (Unit::AuraList::const_iterator i = mDummyAuras.begin(); i != mDummyAuras.end(); ++i)
            {
                if ((*i)->GetId() == 18692)
                {
                    rank = 1;
                    break;
                }
                else if ((*i)->GetId() == 18693)
                {
                    rank = 2;
                    break;
                }
            }

            static uint32 const itypes[6][3] =
            {
                { 5512, 19004, 19005},              // Minor Healthstone
                { 5511, 19006, 19007},              // Lesser Healthstone
                { 5509, 19008, 19009},              // Healthstone
                { 5510, 19010, 19011},              // Greater Healthstone
                { 9421, 19012, 19013},              // Major Healthstone
                {22103, 22104, 22105}               // Master Healthstone
            };

            for (int i = 0; i < 6; ++i)
                for (int j = 0; j < 3; ++j)
                    if (p_caster->HasItemCount(itypes[i][j], 1))
                    {
                        p_caster->SendEquipError(EQUIP_ERR_CANT_CARRY_MORE_OF_THIS, nullptr, nullptr, itypes[i][j]);
                        return SPELL_FAILED_DONT_REPORT;
                    }
        }
    }
    for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
    {
        switch (m_spellInfo->Effect[i])
        {
            case SPELL_EFFECT_CREATE_ITEM:
            {
                if (!m_IsTriggeredSpell && m_spellInfo->EffectItemType[i])
                {
                    ItemPosCountVec dest;
                    Unit* createItemTarget = p_caster;
                    if (m_spellInfo->Id == 24726)
                        createItemTarget = m_targets.getUnitTarget();
                    // Quelle idee d'ajouter un item a un mob ...
                    if (createItemTarget->GetTypeId() != TYPEID_PLAYER)
                        return SPELL_FAILED_DONT_REPORT;
                    InventoryResult msg = createItemTarget->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->EffectItemType[i], 1);
                    if (msg != EQUIP_ERR_OK)
                    {
                        createItemTarget->ToPlayer() ->SendEquipError(msg, nullptr, nullptr, m_spellInfo->EffectItemType[i]);
                        return SPELL_FAILED_DONT_REPORT;
                    }
                }
                break;
            }
            case SPELL_EFFECT_ENCHANT_ITEM:
            {
                Item* targetItem = m_targets.getItemTarget();
                if (!targetItem)
                    return SPELL_FAILED_ITEM_GONE;

                if (targetItem->GetProto()->ItemLevel < m_spellInfo->baseLevel)
                    return SPELL_FAILED_LOWLEVEL;
                // Not allow enchant in trade slot for some enchant type
                if (targetItem->GetOwner() != m_caster)
                {
                    uint32 enchant_id = m_spellInfo->EffectMiscValue[i];
                    SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
                    if (!pEnchant)
                        return SPELL_FAILED_ERROR;
                    if (pEnchant->slot & ENCHANTMENT_CAN_SOULBOUND)
                        return SPELL_FAILED_NOT_TRADEABLE;
                }
                break;
            }
            case SPELL_EFFECT_ENCHANT_ITEM_TEMPORARY:
            {
                Item *item = m_targets.getItemTarget();
                if (!item)
                    return SPELL_FAILED_ITEM_GONE;
                // Not allow enchant in trade slot for some enchant type
                if (item->GetOwner() != m_caster)
                {
                    uint32 enchant_id = m_spellInfo->EffectMiscValue[i];
                    SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
                    if (!pEnchant)
                        return SPELL_FAILED_ERROR;
                    if (pEnchant->slot & ENCHANTMENT_CAN_SOULBOUND)
                        return SPELL_FAILED_NOT_TRADEABLE;
                }
                break;
            }
            case SPELL_EFFECT_ENCHANT_HELD_ITEM:
                // check item existence in effect code (not output errors at offhand hold item effect to main hand for example
                break;
            case SPELL_EFFECT_DISENCHANT:
            {
                if (!m_targets.getItemTarget() || m_targets.getItemTarget()->HasGeneratedLoot())
                    return SPELL_FAILED_CANT_BE_DISENCHANTED;

                // prevent disenchanting in trade slot
                if (m_targets.getItemTarget()->GetOwnerGuid() != m_caster->GetObjectGuid())
                    return SPELL_FAILED_CANT_BE_DISENCHANTED;

                ItemPrototype const* itemProto = m_targets.getItemTarget()->GetProto();
                if (!itemProto)
                    return SPELL_FAILED_CANT_BE_DISENCHANTED;

                // must have disenchant loot (other static req. checked at item prototype loading)
                if (!itemProto->DisenchantID)
                    return SPELL_FAILED_CANT_BE_DISENCHANTED;
                break;
            }
            case SPELL_EFFECT_WEAPON_DAMAGE:
            case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
            {
                if (m_caster->GetTypeId() != TYPEID_PLAYER) return SPELL_FAILED_TARGET_NOT_PLAYER;
                if (m_attackType != RANGED_ATTACK)
                    break;
                Item *pItem = ((Player*)m_caster)->GetWeaponForAttack(m_attackType, true, false);
                if (!pItem)
                    return SPELL_FAILED_EQUIPPED_ITEM;

                switch (pItem->GetProto()->SubClass)
                {
                    case ITEM_SUBCLASS_WEAPON_THROWN:
                    {
                        uint32 ammo = pItem->GetEntry();
                        if (!((Player*)m_caster)->HasItemCount(ammo, 1))
                            return SPELL_FAILED_NO_AMMO;
                    };
                    break;
                    case ITEM_SUBCLASS_WEAPON_GUN:
                    case ITEM_SUBCLASS_WEAPON_BOW:
                    case ITEM_SUBCLASS_WEAPON_CROSSBOW:
                    {
                        uint32 ammo = ((Player*)m_caster)->GetUInt32Value(PLAYER_AMMO_ID);
                        if (!ammo)
                            return SPELL_FAILED_NO_AMMO;

                        ItemPrototype const *ammoProto = ObjectMgr::GetItemPrototype(ammo);
                        if (!ammoProto)
                            return SPELL_FAILED_NO_AMMO;

                        if (ammoProto->Class != ITEM_CLASS_PROJECTILE)
                            return SPELL_FAILED_NO_AMMO;

                        // check ammo ws. weapon compatibility
                        switch (pItem->GetProto()->SubClass)
                        {
                            case ITEM_SUBCLASS_WEAPON_BOW:
                            case ITEM_SUBCLASS_WEAPON_CROSSBOW:
                                if (ammoProto->SubClass != ITEM_SUBCLASS_ARROW)
                                    return SPELL_FAILED_NO_AMMO;
                                break;
                            case ITEM_SUBCLASS_WEAPON_GUN:
                                if (ammoProto->SubClass != ITEM_SUBCLASS_BULLET)
                                    return SPELL_FAILED_NO_AMMO;
                                break;
                            default:
                                return SPELL_FAILED_NO_AMMO;
                        }

                        if (!((Player*)m_caster)->HasItemCount(ammo, 1))
                            return SPELL_FAILED_NO_AMMO;
                    };
                    break;
                    case ITEM_SUBCLASS_WEAPON_WAND:
                        break;
                    default:
                        break;
                }
                break;
            }
            default:
                break;
        }
    }

    return SPELL_CAST_OK;
}

void Spell::Delayed()
{
    if (!m_caster || m_caster->GetTypeId() != TYPEID_PLAYER)
        return;

    if (m_spellState == SPELL_STATE_DELAYED)
        return;                                             // spell is active and can't be time-backed

    // spells not loosing casting time ( slam, dynamites, bombs.. )
    if (!(m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_DAMAGE))
        return;

    if (m_caster->IsPlayer() && m_caster->ToPlayer()->HasOption(PLAYER_CHEAT_UNRANDOMIZE))
        return;

    //check resist chance
    int32 resistChance = 100;                               //must be initialized to 100 for percent modifiers
    ((Player*)m_caster)->ApplySpellMod(m_spellInfo->Id, SPELLMOD_NOT_LOSE_CASTING_TIME, resistChance, this);
    resistChance += m_caster->GetTotalAuraModifier(SPELL_AURA_RESIST_PUSHBACK) - 100;
    if (roll_chance_i(resistChance))
        return;

    int32 delaytime = GetNextDelayAtDamageMsTime();

    if (int32(m_timer) + delaytime > m_casttime)
    {
        delaytime = m_casttime - m_timer;
        m_timer = m_casttime;
    }
    else
        m_timer += delaytime;

    DETAIL_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u partially interrupted for (%d) ms at damage", m_spellInfo->Id, delaytime);

    WorldPacket data(SMSG_SPELL_DELAYED, 8 + 4);
    data << ObjectGuid(m_caster->GetObjectGuid());
    data << uint32(delaytime);

    if (m_caster->GetTypeId() == TYPEID_PLAYER)
        ((Player*)m_caster)->SendDirectMessage(&data);
}

void Spell::DelayedChannel()
{
    if (!m_caster || m_caster->GetTypeId() != TYPEID_PLAYER || getState() != SPELL_STATE_CASTING)
        return;

    //check resist chance
    int32 resistChance = 100;                               //must be initialized to 100 for percent modifiers
    ((Player*)m_caster)->ApplySpellMod(m_spellInfo->Id, SPELLMOD_NOT_LOSE_CASTING_TIME, resistChance, this);
    resistChance += m_caster->GetTotalAuraModifier(SPELL_AURA_RESIST_PUSHBACK) - 100;
    if (roll_chance_i(resistChance))
        return;

    int32 delaytime = GetNextDelayAtDamageMsTime();

    if (int32(m_timer) < delaytime)
    {
        delaytime = m_timer;
        m_timer = 0;
    }
    else
        m_timer -= delaytime;

    DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u partially interrupted for %i ms, new duration: %u ms", m_spellInfo->Id, delaytime, m_timer);

    for (TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
    {
        if (ihit->deleted)
            continue;

        if ((*ihit).missCondition == SPELL_MISS_NONE)
        {
            if (Unit* unit = m_caster->GetObjectGuid() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID))
                unit->DelaySpellAuraHolder(m_spellInfo->Id, delaytime, unit->GetObjectGuid());
        }
    }

    for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
    {
        // partially interrupt persistent area auras
        if (DynamicObject* dynObj = m_caster->GetDynObject(m_spellInfo->Id, SpellEffectIndex(j)))
            dynObj->Delay(delaytime);
    }

    SendChannelUpdate(m_timer);
}

void Spell::UpdateOriginalCasterPointer()
{
    if (m_originalCasterGUID == m_caster->GetObjectGuid())
        m_originalCaster = m_caster;
    else if (m_originalCasterGUID.IsGameObject())
    {
        GameObject* go = m_caster->IsInWorld() ? m_caster->GetMap()->GetGameObject(m_originalCasterGUID) : NULL;
        m_originalCaster = go ? go->GetOwner() : NULL;
    }
    else
    {
        Unit* unit = ObjectAccessor::GetUnit(*m_caster, m_originalCasterGUID);
        m_originalCaster = unit && unit->IsInWorld() ? unit : NULL;
    }
}

void Spell::UpdatePointers()
{
    UpdateOriginalCasterPointer();

    m_targets.Update(m_caster);
}

bool Spell::CheckTargetCreatureType(Unit* target) const
{
    if (target->HasAura(8179)) // Totem de glebe absorbe tout (pour dispel le buff quand il absorbe un sort)
        return true;

    uint32 spellCreatureTargetMask = m_spellInfo->TargetCreatureType;

    // Curse of Doom : not find another way to fix spell target check :/
    if (m_spellInfo->Id == 603)                             // in 1.12 "Curse of doom" have only 1 rank.
    {
        // not allow cast at player
        if (target->GetCharmerOrOwnerPlayerOrPlayerItself())
            return false;

        spellCreatureTargetMask = 0x7FF;
    }

    // Dismiss Pet and Taming Lesson skipped
    if (m_spellInfo->Id == 2641 || m_spellInfo->Id == 23356)
        spellCreatureTargetMask =  0;

    if (spellCreatureTargetMask)
    {
        uint32 TargetCreatureType = target->GetCreatureTypeMask();

        return !TargetCreatureType || (spellCreatureTargetMask & TargetCreatureType);
    }
    return true;
}

CurrentSpellTypes Spell::GetCurrentContainer() const
{
    if (IsNextMeleeSwingSpell())
        return (CURRENT_MELEE_SPELL);
    else if (IsAutoRepeat())
        return (CURRENT_AUTOREPEAT_SPELL);
    else if (IsChanneledSpell(m_spellInfo))
        return (CURRENT_CHANNELED_SPELL);
    else
        return (CURRENT_GENERIC_SPELL);
}

bool Spell::CheckTarget(Unit* target, SpellEffectIndex eff)
{
    if (target != m_caster && IsPositiveSpell(m_spellInfo))
    {
        Player* casterOwner = m_caster->GetCharmerOrOwnerPlayerOrPlayerItself();
        Player* targetOwner = target->GetCharmerOrOwnerPlayerOrPlayerItself();
        if (targetOwner && casterOwner != targetOwner && targetOwner->duel && casterOwner && !casterOwner->IsInDuelWith(targetOwner))
            return false;
    }
    // Check targets for creature type mask and remove not appropriate (skip explicit self target case, maybe need other explicit targets)
    if (m_spellInfo->EffectImplicitTargetA[eff] != TARGET_SELF)
    {
        if (!CheckTargetCreatureType(target))
            return false;
    }

    // Check targets for not_selectable unit flag and remove
    // A player can cast spells on his pet (or other controlled unit) though in any state
    if (target != m_caster && target->GetCharmerOrOwnerGuid() != m_caster->GetObjectGuid())
    {
        // any unattackable target skipped
        if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE))
            return false;

        // unselectable targets skipped in all cases except TARGET_SCRIPT targeting
        // in case TARGET_SCRIPT target selected by server always and can't be cheated
        if ((!m_IsTriggeredSpell || target != m_targets.getUnitTarget()) &&
                target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE) &&
                m_spellInfo->EffectImplicitTargetA[eff] != TARGET_SCRIPT &&
                m_spellInfo->EffectImplicitTargetB[eff] != TARGET_SCRIPT &&
                m_spellInfo->EffectImplicitTargetA[eff] != TARGET_AREAEFFECT_INSTANT &&
                m_spellInfo->EffectImplicitTargetB[eff] != TARGET_AREAEFFECT_INSTANT &&
                m_spellInfo->EffectImplicitTargetA[eff] != TARGET_AREAEFFECT_CUSTOM &&
                m_spellInfo->EffectImplicitTargetB[eff] != TARGET_AREAEFFECT_CUSTOM)
            return false;
    }

    // Check player targets and remove if in GM mode or GM invisibility (for not self casting case)
    if (target != m_caster && target->GetTypeId() == TYPEID_PLAYER)
    {
        if (((Player*)target)->GetVisibility() == VISIBILITY_OFF)
            return false;

        if (((Player*)target)->isGameMaster() && !IsPositiveSpell(m_spellInfo->Id))
            return false;
    }

    // Check targets for LOS visibility (except spells without range limitations )
    switch (m_spellInfo->Effect[eff])
    {
        case SPELL_EFFECT_SUMMON_PLAYER:                    // from anywhere
            break;
        case SPELL_EFFECT_DUMMY:
            if (m_spellInfo->Id != 20577)                   // Cannibalize
                break;
        // no break. Cannibalize checks corpse target LOS.
        // fall through
        case SPELL_EFFECT_RESURRECT_NEW:
            // player far away, maybe his corpse near?
            if (target != m_caster && !(m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_IGNORE_LOS) && !target->IsWithinLOSInMap(m_caster))
            {
                if (!m_targets.getCorpseTargetGuid())
                    return false;

                Corpse *corpse = m_caster->GetMap()->GetCorpse(m_targets.getCorpseTargetGuid());
                if (!corpse)
                    return false;

                if (target->GetObjectGuid() != corpse->GetOwnerGuid())
                    return false;

                if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_IGNORE_LOS) && !corpse->IsWithinLOSInMap(m_caster))
                    return false;
            }

            // all ok by some way or another, skip normal check
            break;
        default:                                            // normal case
            // Get GO cast coordinates if original caster -> GO
            if (target != m_caster)
                if (WorldObject *caster = GetCastingObject())
                    if (!(m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_IGNORE_LOS) && !target->IsWithinLOSInMap(caster))
                        return false;
            break;
    }

    if (target->GetTypeId() != TYPEID_PLAYER && m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_TARGET_ONLY_PLAYER
            && m_spellInfo->EffectImplicitTargetA[eff] != TARGET_SCRIPT && m_spellInfo->EffectImplicitTargetA[eff] != TARGET_SELF)
        return false;

    return true;
}

bool Spell::IsNeedSendToClient() const
{
    return m_spellInfo->SpellVisual != 0 || IsChanneledSpell(m_spellInfo) ||
           m_spellInfo->speed > 0.0f || (!m_triggeredByAuraSpell && !m_IsTriggeredSpell);
}

bool Spell::IsTriggeredSpellWithRedundentData() const
{
    return m_triggeredByAuraSpell || m_triggeredBySpellInfo ||
           // possible not need after above check?
           m_IsTriggeredSpell && (m_spellInfo->manaCost || m_spellInfo->ManaCostPercentage);
}

bool Spell::HaveTargetsForEffect(SpellEffectIndex effect) const
{
    for (auto itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr)
        if (!itr->deleted && itr->effectMask & (1 << effect))
            return true;

    for (auto itr = m_UniqueGOTargetInfo.begin(); itr != m_UniqueGOTargetInfo.end(); ++itr)
        if (!itr->deleted && itr->effectMask & (1 << effect))
            return true;

    for (auto itr = m_UniqueItemInfo.begin(); itr != m_UniqueItemInfo.end(); ++itr)
        if (!itr->deleted && itr->effectMask & (1 << effect))
            return true;

    return false;
}

SpellEvent::SpellEvent(Spell* spell) : BasicEvent()
{
    m_Spell = spell;
}

SpellEvent::~SpellEvent()
{
    if (m_Spell->getState() != SPELL_STATE_FINISHED)
        m_Spell->cancel();

    m_Spell->Delete();
}

bool SpellEvent::Execute(uint64 e_time, uint32 p_time)
{
    // update spell if it is not finished
    if (m_Spell->getState() != SPELL_STATE_FINISHED)
        m_Spell->update(p_time);

    // check spell state to process
    switch (m_Spell->getState())
    {
        case SPELL_STATE_FINISHED:
        {
            // spell was finished, check deletable state
            if (m_Spell->IsDeletable())
            {
                // check, if we do have unfinished triggered spells
                return true;                                // spell is deletable, finish event
            }
            // event will be re-added automatically at the end of routine)
        }
        break;

        case SPELL_STATE_CASTING:
        {
            // this spell is in channeled state, process it on the next update
            // event will be re-added automatically at the end of routine)
        } break;

        case SPELL_STATE_DELAYED:
        {
            // first, check, if we have just started
            if (m_Spell->GetDelayStart() != 0)
            {
                // no, we aren't, do the typical update
                // check, if we have channeled spell on our hands
                if (IsChanneledSpell(m_Spell->m_spellInfo))
                {
                    // evented channeled spell is processed separately, casted once after delay, and not destroyed till finish
                    // check, if we have casting anything else except this channeled spell and autorepeat
                    if (m_Spell->GetCaster()->IsNonMeleeSpellCasted(false, true, true))
                    {
                        // another non-melee non-delayed spell is casted now, abort
                        m_Spell->cancel();
                    }
                    else
                    {
                        // do the action (pass spell to channeling state)
                        try
                        {
                            m_Spell->SetExecutedCurrently(true);
                            m_Spell->handle_immediate();
                            m_Spell->SetExecutedCurrently(false);
                        }
                        catch (std::runtime_error &e)
                        {
                            sLog.nostalrius("[Spell/Crash] 'handle_immediate()' [%u:%s]", m_Spell->m_spellInfo->Id, m_Spell->GetCaster()->GetName());
                            sLog.nostalrius(e.what());
                            m_Spell->SetExecutedCurrently(false);
                            return false;
                        }
                    }
                    // event will be re-added automatically at the end of routine)
                }
                else
                {
                    // run the spell handler and think about what we can do next
                    try
                    {
                        uint64 t_offset = e_time - m_Spell->GetDelayStart();
                        uint64 n_offset = m_Spell->handle_delayed(t_offset);
                        if (n_offset)
                        {
                            // re-add us to the queue
                            m_Spell->GetCaster()->m_Events.AddEvent(this, m_Spell->GetDelayStart() + n_offset, false);
                            return false;                       // event not complete
                        }
                        // event complete
                        // finish update event will be re-added automatically at the end of routine)
                    }
                    catch (std::runtime_error &e)
                    {
                        sLog.nostalrius("[Spell/Crash] 'handle_immediate()' [%u:%s]", m_Spell->m_spellInfo->Id, m_Spell->GetCaster()->GetName());
                        sLog.nostalrius(e.what());
                        return false;
                    }
                }
            }
            else
            {
                // delaying had just started, record the moment
                m_Spell->SetDelayStart(e_time);
                // re-plan the event for the delay moment
                m_Spell->GetCaster()->m_Events.AddEvent(this, e_time + m_Spell->GetDelayMoment(), false);
                return false;                               // event not complete
            }
        }
        break;

        default:
        {
            // all other states
            // event will be re-added automatically at the end of routine)
        } break;
    }

    // spell processing not complete, plan event on the next update interval
    m_Spell->GetCaster()->m_Events.AddEvent(this, e_time + 1, false);
    return false;                                           // event not complete
}

void SpellEvent::Abort(uint64 /*e_time*/)
{
    // oops, the spell we try to do is aborted
    if (m_Spell->getState() != SPELL_STATE_FINISHED)
        m_Spell->cancel();
}

bool SpellEvent::IsDeletable() const
{
    return m_Spell->IsDeletable();
}

SpellCastResult Spell::CanOpenLock(SpellEffectIndex effIndex, uint32 lockId, SkillType& skillId, int32& reqSkillValue, int32& skillValue)
{
    if (!lockId)                                            // possible case for GO and maybe for items.
        return SPELL_CAST_OK;

    // Get LockInfo
    LockEntry const *lockInfo = sLockStore.LookupEntry(lockId);

    if (!lockInfo)
        return SPELL_FAILED_BAD_TARGETS;

    for (int j = 0; j < 8; ++j)
    {
        switch (lockInfo->Type[j])
        {
            // check key item (many fit cases can be)
            case LOCK_KEY_ITEM:
                if (lockInfo->Index[j] && m_CastItem && m_CastItem->GetEntry() == lockInfo->Index[j])
                    return SPELL_CAST_OK;
                break;
            // check key skill (only single first fit case can be)
            case LOCK_KEY_SKILL:
            {
                // wrong locktype, skip
                if (uint32(m_spellInfo->EffectMiscValue[effIndex]) != lockInfo->Index[j])
                    continue;

                skillId = SkillByLockType(LockType(lockInfo->Index[j]));

                if ((skillId != SKILL_NONE) || (LockType(lockInfo->Index[j]) == LOCKTYPE_BLASTING))    // Ustaag <Nostalrius> : ajout pour prise en compte des charges de Seaforium (item ingenieur)
                {
                    // skill bonus provided by casting spell (mostly item spells)
                    // add the damage modifier from the spell casted (cheat lock / skeleton key etc.) (use m_currentBasePoints, CalculateDamage returns wrong value)
                    uint32 spellSkillBonus = uint32(m_currentBasePoints[effIndex]);
                    reqSkillValue = lockInfo->Skill[j];

                    // castitem check: rogue using skeleton keys. the skill values should not be added in this case.
                    skillValue = m_CastItem || m_caster->GetTypeId() != TYPEID_PLAYER ?
                                 0 : ((Player*)m_caster)->GetSkillValue(skillId);

                    skillValue += spellSkillBonus;

                    if (skillValue < reqSkillValue)
                        return SPELL_FAILED_LOW_CASTLEVEL;
                }

                return SPELL_CAST_OK;
            }
        }
    }

    // No requirement met = locked.
    // Rq: Lock 85 = no requirement at all = always locked
    return SPELL_FAILED_BAD_TARGETS;
}

class SpellNotifierCreatureAndPlayer
{
public:
    Spell::UnitList *i_data;
    Spell &i_spell;
    SpellNotifyPushType i_push_type;
    float i_radius;
    SpellTargets i_TargetType;
    WorldObject* i_originalCaster;
    WorldObject* i_castingObject;
    bool i_playerControlled;
    float i_centerX;
    float i_centerY;

    float GetCenterX() const
    {
        return i_centerX;
    }
    float GetCenterY() const
    {
        return i_centerY;
    }

    SpellNotifierCreatureAndPlayer(Spell &spell, Spell::UnitList &data, float radius, SpellNotifyPushType type,
                                   SpellTargets TargetType = SPELL_TARGETS_NOT_FRIENDLY, WorldObject* originalCaster = nullptr)
        : i_data(&data), i_spell(spell), i_push_type(type), i_radius(radius), i_TargetType(TargetType),
          i_originalCaster(originalCaster), i_castingObject(i_spell.GetCastingObject())
    {
        if (!i_originalCaster)
            i_originalCaster = i_spell.GetAffectiveCasterObject();
        i_playerControlled = i_originalCaster  ? i_originalCaster->IsControlledByPlayer() : false;

        switch (i_push_type)
        {
            case PUSH_IN_FRONT:
            case PUSH_IN_FRONT_90:
            case PUSH_IN_FRONT_15:
            case PUSH_IN_BACK:
            case PUSH_SELF_CENTER:
                if (i_castingObject)
                {
                    i_centerX = i_castingObject->GetPositionX();
                    i_centerY = i_castingObject->GetPositionY();
                }
                break;
            case PUSH_DEST_CENTER:
                i_centerX = i_spell.m_targets.m_destX;
                i_centerY = i_spell.m_targets.m_destY;
                break;
            case PUSH_TARGET_CENTER:
                if (Unit* target = i_spell.m_targets.getUnitTarget())
                {
                    i_centerX = target->GetPositionX();
                    i_centerY = target->GetPositionY();
                }
                break;
            default:
                sLog.outError("SpellNotifierCreatureAndPlayer: unsupported PUSH_* case %u.", i_push_type);
        }
    }

    template<class T>
    void Visit(GridRefManager<T>  &m)
    {
        MANGOS_ASSERT(i_data);

        if (!i_originalCaster || !i_castingObject)
            return;

        for (typename GridRefManager<T>::iterator itr = m.begin(); itr != m.end(); ++itr)
        {
            // there are still more spells which can be casted on dead, but
            // they are no AOE and don't have such a nice SPELL_ATTR flag
            if ((i_TargetType != SPELL_TARGETS_ALL && !itr->getSource()->isAttackableByAOE(i_spell.m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_CAST_ON_DEAD))
                    // mostly phase check
                    || !itr->getSource()->IsInMap(i_originalCaster))
                continue;

            switch (i_TargetType)
            {
                case SPELL_TARGETS_HOSTILE:
                    if (!i_originalCaster->IsHostileTo(itr->getSource()))
                        continue;
                    break;
                case SPELL_TARGETS_NOT_FRIENDLY:
                    if (i_originalCaster->IsFriendlyTo(itr->getSource()))
                        continue;
                    break;
                case SPELL_TARGETS_NOT_HOSTILE:
                    if (i_originalCaster->IsHostileTo(itr->getSource()))
                        continue;
                    break;
                case SPELL_TARGETS_FRIENDLY:
                    if (!i_originalCaster->IsFriendlyTo(itr->getSource()))
                        continue;
                    break;
                case SPELL_TARGETS_AOE_DAMAGE:
                {
                    if (itr->getSource()->GetTypeId() == TYPEID_UNIT && ((Creature*)itr->getSource())->IsTotem())
                        continue;

                    if (Unit* sourceUnit = itr->getSource()->ToUnit())
                    {
                        Unit* casterUnit = i_originalCaster->ToUnit();
                        if (!casterUnit && i_originalCaster->ToGameObject())
                            casterUnit = i_originalCaster->ToGameObject()->GetOwner();
                        if (casterUnit)
                        {
                            if (!casterUnit->IsValidAttackTarget(sourceUnit))
                                continue;
                        }
                        else if (GameObject* gobj = i_originalCaster->ToGameObject())
                        {
                            if (gobj->IsFriendlyTo(sourceUnit))
                                continue;
                        }
                    }
                    else if (i_playerControlled)
                    {
                        if (i_originalCaster->IsFriendlyTo(itr->getSource()))
                            continue;
                    }
                    else
                    {
                        if (!i_originalCaster->IsHostileTo(itr->getSource()))
                            continue;
                    }
                }
                break;
                case SPELL_TARGETS_ALL:
                    break;
                default:
                    continue;
            }

            // we don't need to check InMap here, it's already done some lines above
            switch (i_push_type)
            {
                case PUSH_IN_FRONT:
                    if (i_castingObject->isInFront((Unit*)(itr->getSource()), i_radius, 2 * M_PI_F / 3))
                        i_data->push_back(itr->getSource());
                    break;
                case PUSH_IN_FRONT_90:
                    if (i_castingObject->isInFront((Unit*)(itr->getSource()), i_radius, M_PI_F / 2))
                        i_data->push_back(itr->getSource());
                    break;
                case PUSH_IN_FRONT_15:
                    if (i_castingObject->isInFront((Unit*)(itr->getSource()), i_radius, M_PI_F / 12))
                        i_data->push_back(itr->getSource());
                    break;
                case PUSH_IN_BACK: // 75
                    if (i_castingObject->isInBack((Unit*)(itr->getSource()), i_radius, 5 * M_PI_F / 12))
                        i_data->push_back(itr->getSource());
                    break;
                case PUSH_SELF_CENTER:
                    if (i_castingObject->IsWithinDist((Unit*)(itr->getSource()), i_radius))
                        i_data->push_back(itr->getSource());
                    break;
                case PUSH_DEST_CENTER:
                    if (itr->getSource()->IsWithinDist3d(i_spell.m_targets.m_destX, i_spell.m_targets.m_destY, i_spell.m_targets.m_destZ, i_radius))
                        i_data->push_back(itr->getSource());
                    break;
                case PUSH_TARGET_CENTER:
                    if (i_spell.m_targets.getUnitTarget() && i_spell.m_targets.getUnitTarget()->IsWithinDist((Unit*)(itr->getSource()), i_radius))
                        i_data->push_back(itr->getSource());
                    break;
            }
        }
    }

#ifdef WIN32
    template<> void Visit(CorpseMapType &) {}
    template<> void Visit(GameObjectMapType &) {}
    template<> void Visit(DynamicObjectMapType &) {}
    template<> void Visit(CameraMapType &) {}
#endif
};

#ifndef WIN32
template<> inline void SpellNotifierCreatureAndPlayer::Visit(CorpseMapType&) {}
template<> inline void SpellNotifierCreatureAndPlayer::Visit(GameObjectMapType&) {}
template<> inline void SpellNotifierCreatureAndPlayer::Visit(DynamicObjectMapType&) {}
template<> inline void SpellNotifierCreatureAndPlayer::Visit(CameraMapType&) {}
#endif

/**
 * Fill target list by units around (x,y) points at radius distance

 * @param targetUnitMap        Reference to target list that filled by function
 * @param x                    X coordinates of center point for target search
 * @param y                    Y coordinates of center point for target search
 * @param radius               Radius around (x,y) for target search
 * @param pushType             Additional rules for target area selection (in front, angle, etc)
 * @param spellTargets         Additional rules for target selection base at hostile/friendly state to original spell caster
 * @param originalCaster       If provided set alternative original caster, if =NULL then used Spell::GetAffectiveObject() return
 */
void Spell::FillAreaTargets(UnitList &targetUnitMap, float radius, SpellNotifyPushType pushType, SpellTargets spellTargets, WorldObject* originalCaster /*=NULL*/)
{
    SpellNotifierCreatureAndPlayer notifier(*this, targetUnitMap, radius, pushType, spellTargets, originalCaster);
    Cell::VisitAllObjects(notifier.GetCenterX(), notifier.GetCenterY(), m_caster->GetMap(), notifier, radius);
}

void Spell::FillRaidOrPartyTargets(UnitList &TagUnitMap, Unit* target, float radius, bool raid, bool withPets, bool withcaster) const
{
    Player *pTarget = target->GetCharmerOrOwnerPlayerOrPlayerItself();
    Group *pGroup = pTarget ? pTarget->GetGroup() : NULL;

    if (pGroup)
    {
        uint8 subgroup = pTarget->GetSubGroup();

        for (GroupReference *itr = pGroup->GetFirstMember(); itr != nullptr; itr = itr->next())
        {
            Player* target = itr->getSource();

            // IsHostileTo check duel and controlled by enemy
            if (target && (raid || subgroup == target->GetSubGroup())
                    && target->getLevel() + 10 >= m_spellInfo->spellLevel
                    && !m_caster->IsHostileTo(target))
            {
                if (target == m_caster && withcaster ||
                        target != m_caster && m_caster->IsWithinDistInMap(target, radius))
                    TagUnitMap.push_back(target);

                if (withPets)
                    if (Pet* pet = target->GetPet())
                        if (pet == m_caster && withcaster ||
                                pet != m_caster && m_caster->IsWithinDistInMap(pet, radius))
                            TagUnitMap.push_back(pet);
            }
        }
    }
    else
    {
        Unit* ownerOrSelf = pTarget ? pTarget : target->GetCharmerOrOwnerOrSelf();
        if (ownerOrSelf == m_caster && withcaster ||
                ownerOrSelf != m_caster && m_caster->IsWithinDistInMap(ownerOrSelf, radius))
            TagUnitMap.push_back(ownerOrSelf);

        if (withPets)
            if (Pet* pet = ownerOrSelf->GetPet())
                if (pet == m_caster && withcaster ||
                        pet != m_caster && m_caster->IsWithinDistInMap(pet, radius))
                    TagUnitMap.push_back(pet);
    }
}

WorldObject* Spell::GetAffectiveCasterObject() const
{
    if (!m_originalCasterGUID)
        return m_caster;

    if (m_originalCasterGUID.IsGameObject() && m_caster->IsInWorld())
        return m_caster->GetMap()->GetGameObject(m_originalCasterGUID);
    return m_originalCaster;
}

WorldObject* Spell::GetCastingObject() const
{
    if (m_originalCasterGUID.IsGameObject())
        return m_caster->IsInWorld() ? m_caster->GetMap()->GetGameObject(m_originalCasterGUID) : NULL;
    return m_caster;
}

void Spell::ClearCastItem()
{
    if (m_CastItem == m_targets.getItemTarget())
        m_targets.setItemTarget(nullptr);

    m_CastItem = nullptr;
}

bool Spell::HasGlobalCooldown() const
{
    return m_caster->GetGlobalCooldownMgr().HasGlobalCooldown(m_spellInfo);
}

void Spell::TriggerGlobalCooldown()
{
    if (Player* pPlayer = m_caster->ToPlayer())
        if (pPlayer->HasOption(PLAYER_CHEAT_NO_COOLDOWN))
            return;

    int32 gcd = m_spellInfo->StartRecoveryTime;
    if (!gcd)
        return;

    // global cooldown can't leave range 1..1.5 secs (if it it)
    // exist some spells (mostly not player directly casted) that have < 1 sec and > 1.5 sec global cooldowns
    // but its as test show not affected any spell mods.
    if (gcd >= 1000 && gcd <= 1500)
    {
        // apply haste rating
        gcd = int32(float(gcd) * m_caster->GetFloatValue(UNIT_MOD_CAST_SPEED));

        if (gcd < 1000)
            gcd = 1000;
        else if (gcd > 1500)
            gcd = 1500;
    }

    // global cooldown only for player or controlled units
    if (m_caster->GetCharmInfo() || m_caster->GetTypeId() == TYPEID_PLAYER)
        m_caster->GetGlobalCooldownMgr().AddGlobalCooldown(m_spellInfo, gcd);
}

void Spell::CancelGlobalCooldown()
{
    if (!m_spellInfo->StartRecoveryTime)
        return;

    // cancel global cooldown when interrupting current cast
    if (m_caster->GetCurrentSpell(CURRENT_GENERIC_SPELL) != this)
        return;

    // global cooldown have only player or controlled units
    if (m_caster->GetCharmInfo() || m_caster->GetTypeId() == TYPEID_PLAYER)
        m_caster->GetGlobalCooldownMgr().CancelGlobalCooldown(m_spellInfo);
}

void Spell::ResetEffectDamageAndHeal()
{
    m_damage = 0;
    m_healing = 0;
}

void Spell::SetClientStarted(bool bisClientStarted)
{
    m_isClientStarted = bisClientStarted;
}

void Spell::OnSpellLaunch()
{
    if (!m_caster || !m_caster->IsInWorld())
        return;

    unitTarget = m_targets.getUnitTarget();

    // Gestion de la charge
    if (!unitTarget || !unitTarget->IsInWorld())
        return;
    bool isCharge = false;
    for (int i = 0; i < 3; ++i)
        if (m_spellInfo->Effect[i] == SPELL_EFFECT_CHARGE)
            isCharge = true;
    if (!isCharge)
        return;
        
    // Delay attack, otherwise player makes instant attack after cast
    if (m_caster->GetTypeId() == TYPEID_PLAYER)
    {
        m_caster->setAttackTimer(BASE_ATTACK, m_caster->getAttackTimer(BASE_ATTACK) + 200 + 40 * m_caster->GetDistance(unitTarget));
        m_caster->setAttackTimer(OFF_ATTACK,  m_caster->getAttackTimer(OFF_ATTACK)  + 200 + 40 * m_caster->GetDistance(unitTarget));
    }
    
    m_caster->GetMotionMaster()->MoveCharge(unitTarget, sWorld.getConfig(CONFIG_UINT32_SPELLS_CCDELAY), unitTarget != m_caster && !IsPositiveSpell(m_spellInfo->Id));
}

bool Spell::HasModifierApplied(SpellModifier* mod)
{
    for (std::list<SpellModifier*>::const_iterator it = m_appliedMods.begin(); it != m_appliedMods.end(); ++it)
        if ((*it) == mod)
            return true;
    return false;
}

void Spell::RemoveStealthAuras()
{
    // stealth must be removed at cast starting (at show channel bar)
    // skip triggered spell (item equip spell casting and other not explicit character casts/item uses)
    if (!m_IsTriggeredSpell && !(m_spellInfo->AttributesEx & SPELL_ATTR_EX_NOT_BREAK_STEALTH) && m_caster->GetTypeId() == TYPEID_PLAYER
            && m_spellInfo->SpellIconID != 250 // Camouflage fufu
            && m_spellInfo->SpellIconID != 103 // Roder ou Camouflage elfe de la nuit
            && m_spellInfo->SpellIconID != 252 // Disparition
       )
    {
        bool doUnaura = m_caster->HasAuraType(SPELL_AURA_MOD_STEALTH);

        if (doUnaura && m_caster->GetTypeId() == TYPEID_PLAYER
                && m_spellInfo->SpellIconID == 249  // Assommer
           )
        {
            // Gestion de assommer ameliore
            if (m_caster->HasAura(14076))  // Rang 1
                doUnaura = (urand(0, 99) > 30);
            else if (m_caster->HasAura(14094))  // Rang 2
                doUnaura = (urand(0, 99) > 60);
            else if (m_caster->HasAura(14095))  // Rang 3
                doUnaura = (urand(0, 99) > 90);
        }
        if (doUnaura)
            m_caster->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
    }
    if (!m_IsTriggeredSpell)
        m_caster->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
}

void Spell::Delete() const
{
    if (IsDeletable())
        delete this;
    else
        sLog.nostalrius("[CRASH] Deleting in-use spell. SpellID=%u", m_spellInfo->Id);
}

bool ChannelResetEvent::Execute(uint64 e_time, uint32)
{
    Abort(e_time);
    return true;
}

void ChannelResetEvent::Abort(uint64 e_time)
{
    Spell* currSpell = caster->GetCurrentSpell(CURRENT_CHANNELED_SPELL);
    if (!currSpell || currSpell->getState() == SPELL_STATE_FINISHED)
    {
        caster->SetChannelObjectGuid(ObjectGuid());
        caster->SetUInt32Value(UNIT_CHANNEL_SPELL, 0);
        if (caster->IsPlayer())
        {
            WorldPacket data(MSG_CHANNEL_UPDATE, 4);
            data << uint32(0);
            ((Player*)caster)->SendDirectMessage(&data);
        }
    }
}
